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5eTools/steampunk_compendium.json

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{
"_meta": {
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"sources": [
{
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"json": "SC",
"abbreviation": "SC",
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"full": "Steampunk Compendium",
"authors": [
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"u/Maxhydro",
"u/ThePumpkinator87",
"u/Resdamalos"
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],
"convertedBy": [
"Chris"
],
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"version": "1.1",
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"color": "91161D",
"url": "https://homebrewery.naturalcrit.com/share/r1mnLrkNrZ"
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}
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],
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"dateLastModified": 1690651627
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},
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"optionalfeature": [
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{
"name": "Pact of the Firearm",
"source": "SC",
"featureType": ["PB"],
"entries": [
"Some warlocks summon blades into their waiting hands to cut down their foes. Others rely on their patron to fuel arcane incantations; still others manifest their connection to their patron in the form of a familiar. You, however, have taken a slightly different approach.",
"You can use your action to create a pact weapon in your empty hand. You can choose the form that this firearm takes each time you create it. You are proficient with it while you wield it. This firearm counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This firearm uses a magical reserve of ammunition supplied by your patron that does not run out. You still have to reload it, however.",
"You can only summon a primitive firearm as your pact weapon until you reach 13th level, when you can now summon firearms.",
"Your pact firearm disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic firearm into your pact weapon by performing a special ritual while you hold the firearm. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks."
]
},
{
"name": "First Impressions",
"source": "SC",
"featureType": ["EI"],
"entries": ["You have a knack for making an impression in combat. Add your Charisma modifier to your initiative rolls."]
},
{
"name": "Blast & Shoot",
"source": "SC",
"featureType": ["EI"],
"entries": ["When you cast eldritch blast, you can attack with your pact weapon as a bonus action."],
"prerequisite": [{
"level": {
"level": 5,
"class": {
"name": "Warlock"
}
},
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"pact": "Pact of the Firearm",
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"spell": ["eldritch blast#c"]
}]
},
{
"name": "Gunstorm",
"source": "SC",
"featureType": ["EI"],
"entries": ["You can attack twice when you take the attack action on your turn using your pact weapon."],
"prerequisite": [{
"level": {
"level": 5,
"class": {
"name": "Warlock"
}
},
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"pact": "Pact of the Firearm"
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}]
},
{
"name": "Improved Pact Weapon",
"source": "SC",
"featureType": ["EI"],
"entries": ["Any weapon you create using your pact feature is a +1 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon."],
"prerequisite": [{
"level": {
"level": 5,
"class": {
"name": "Warlock"
}
},
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"pact": "Pact of the Firearm"
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}]
},
{
"name": "Show of Force",
"source": "SC",
"featureType": ["EI"],
"entries": ["You can use your Charisma modifier, instead of your Dexterity modifier, for your attack and damage rolls for your pact weapon."],
"prerequisite": [{
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"pact": "Pact of the Firearm",
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"level": {
"level": 9,
"class": {
"name": "Warlock"
}
}
}]
},
{
"name": "Superior Pact Weapon",
"source": "SC",
"featureType": ["EI"],
"entries": ["Any weapon you create using your pact feature is a +2 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon."],
"prerequisite": [{
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"pact": "Pact of the Firearm",
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"level": {
"level": 9,
"class": {
"name": "Warlock"
}
}
}]
},
{
"name": "Draining Shot",
"source": "SC",
"featureType": ["EI"],
"entries": ["When you make a successful shot against a creature with your pact firearm, you can choose to drain that creature of life and transfer it to you. A dark crimson line leads back to the barrel of your gun, giving you temporary HP equal to half the amount of damage dealt."],
"prerequisite": [{
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"pact": "Pact of the Firearm",
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"level": {
"level": 11,
"class": {
"name": "Warlock"
}
}
}]
},
{
"name": "Greater Pact Firearm",
"source": "SC",
"featureType": ["EI"],
"entries": ["You can summon a special firearm when you invoke your pact weapon as part of your Pact of the Firearm feature. You can change your current weapon to become one of these special firearms when you take this invocation."],
"prerequisite": [{
"level": {
"level": 13,
"class": {
"name": "Warlock"
}
}
}]
},
{
"name": "Customized Pact Weapon",
"source": "SC",
"featureType": ["EI"],
"entries": ["Any firearm you create using your Pact of the Firearm feature can start with one Attachment or Custom Part of your choice that can be used with it. This invocation doesn't affect a magic weapon you transformed into your pact weapon."],
"prerequisite": [{
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"pact": "Pact of the Firearm",
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"level": {
"level": 13,
"class": {
"name": "Warlock"
}
}
}]
},
{
"name": "Eldritch Strike",
"source": "SC",
"featureType": ["EI"],
"entries": ["When you cast eldritch blast, you can use a bonus action to make a weapon attack."],
"prerequisite": [{
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"pact": "Pact of the Firearm",
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"level": {
"level": 9,
"class": {
"name": "Warlock"
}
},
"spell": ["eldritch blast#c"]
}]
},
{
"name": "Ultimate Pact Weapon",
"source": "SC",
"featureType": ["EI"],
"entries": ["Any weapon you create using your pact feature is a +3 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon."],
"prerequisite": [{
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"pact": "Pact of the Firearm",
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"level": {
"level": 15,
"class": {
"name": "Warlock"
}
}
}]
},
{
"name": "Eldritch Storm",
"source": "SC",
"featureType": ["EI"],
"entries": ["You can concentrate the eldritch blast cantrip through the barrel of your pact weapon, focusing the crackling beams into one large ray of magical force. Make a ranged spell attack roll. If the attack hits, roll four eldritch blast damage rolls. Add your Dexterity modifier to the damage of this attack."],
"prerequisite": [{
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"pact": "Pact of the Firearm",
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"level": {
"level": 18,
"class": {
"name": "Warlock"
}
},
"spell": ["eldritch blast#c"]
}]
},
{
"name": "Sly Sniper",
"source": "SC",
"featureType": ["EI"],
"entries": ["You can create an arquebus (or a heavy rifle if firearms are prominent, or when you reach 13th level) forged from a spindly wood, whose barrel is bright brass adorned with ornate carvings. Vines are wrapped around the gun's length. When you hit a creature with its ammunition, you can expend a spell slot to deal an additional 2d8 poison damage to the target per spell level, and make the creature charmed by you until the end of your next turn."],
"prerequisite": [{
"patron": "The Archfey",
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"pact": "Pact of the Firearm"
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}]
},
{
"name": "Grasp of The Ancient One",
"source": "SC",
"featureType": ["EI"],
"entries": ["You can create a blunderbuss (or shotgun if firearms are prominent, or when you reach 13th level) made from black, inky marble and sickly, green-colored steel that seems to glow. Spectral tentacles writhe around the barrel of the shotgun, with slurping sounds following every shot you make with it. When you hit a creature with its ammunition, you can expend a spell slot to deal an additional 2d8 psychic damage to the target per spell level, and make the creature frightened of you until the end of your next turn."],
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"prerequisite": [{
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"pact": "Pact of the Firearm",
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"patron": "The Great Old One"
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}]
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},
{
"name": "Wrath of The Inferno",
"source": "SC",
"featureType": ["EI"],
"entries": ["You can create a musket (or a rifle if firearms are prominent, or when you reach 13th level) forged in the fires of Pandemonium. Its wood is black, unbreakable charcoal, and its barrel is blood red. Flames seem to surround the trigger that doesn't hurt you when you put your finger inside it. When you hit a creature with its ammunition, you can expend a spell slot to deal an additional {@dice 2d8} fire damage to the target per spell level that ignores resistance and immunity."],
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"prerequisite": [{
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"patron": "The Fiend",
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"pact": "Pact of the Firearm"
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}]
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}
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],
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"feat": [
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{
"name": "Tinkerer",
"source": "SC",
"entries": [
"You are inquisitive and insightful when it comes to looking at and modifying a device's inner workings. You gain the following benefits:",
{
"type": "list",
"items": [
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"You become proficient with {@item tinker's tools|PHB}. If you were already proficient, you can apply double your proficiency bonus to tinker's tools checks to work with a mechanical object.",
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"If working on an item or performing a crafting task during a long rest, you can choose to treat the results of a given tinker's tools check as if you had rolled a 20. If you use this feature, you do not gain the benefits of along rest, gaining the benefits of a short rest instead."
]
}
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],
"ability": [
{
"int": 1
}
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]
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},
{
"name": "Will of Iron",
"source": "SC",
"prerequisite": [
{
"other": "suffered and recovered from long-term madness or insanity"
}
],
"entries": [
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"You have seen things beyond mortal understanding and lived to tell the tale. You now remain resolute when facing these dangers again. You have advantage on Charisma and Wisdom saving throws to resist madness-inducing effects. Additionally, if you are afflicted with a long-term madness effect, you can make a Wisdom saving throw to cure yourself of the effect every 24 hours. The DC of this saving throw starts at either 15 or the DC of the effect that inflicted madness upon you, whichever is higher, and reduces by 1 for every subsequent failed save."
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]
},
{
"name": "Akimbo Master",
"source": "SC",
"entries": [
"You master the art of wielding two firearms at once. You gain the following benefits:",
{
"type": "list",
"items": [
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"You can wield two sidearms at once, even if they do not have the light property.",
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"You can draw or holster two sidearms when you would normally be able to draw or holster only one.",
"Before you make an attack roll, you can choose to fire both guns as part of a single attack, taking a -5 penalty. If the attack hits, roll damage for each of your firearms and add +5 to each damage roll. If you use this feature for any of your attacks, you cannot use your bonus action to make an attack with your offhand firearm in the same turn."
]
}
]
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},
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{
"name": "Artilleryman",
"source": "SC",
"prerequisite": [
{
"level": 16,
"ability": [{"str": 15}]
}
],
"entries": [
"You have the strength and control required to use large and unwieldy firearms more effectively. If you are wielding a weapon with the bulky property, you do not need to use your bonus action to stabilize the weapon. Additionally, if you are able to make more than one attack wih the {@action Attack} action, you may ignore the limitation to one attack per {@action Attack} action normally imposed by the bulky property."
]
},
{
"name": "Bayoneteer",
"source": "SC",
"prerequisite": [
{
"proficiency": [{"weapon": "firearms"}]
}
],
"entries": [
"You have mastered the art of fighting with weapons attached to the barrel of your gun. You gain proficiency with improvised weapons if you don't have it already, and if you make an attack with a weapon attached to the barrel of your gun, you may add a +2 bonus to the damage roll.",
"Additionally, if you would be hit with a melee attack, you can use your reaction to assume a parrying stance with the bayonet, adding your proficiency bonus to your AC against a single melee attack that would hit you, potentially causing the attack to miss."
]
},
{
"name": "Close Quarters Shooter",
"source": "SC",
"entries": [
"You have trained yourself in the delicate art of using ranged weapons in close quarters combat. You get the following benefits:",
{
"type": "list",
"items": [
"Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.",
"If you would have disadvantage on a ranged attack roll you make against a creature within 10 feet of you, instead you do not. However, you cannot gain advantage on that attack roll.",
"You can use your reaction to make an opportunity attack with a ranged weapon. Your reach when trying to determine if a creature's movement can trigger this reaction is 5 feet."
]
}
]
},
{
"name": "Dirty Fighting",
"source": "SC",
"ability": [
{
"choose": {
"from": ["str", "dex"],
"amount": 1
}
}
],
"weaponProficiencies": [
{
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"improvised": true
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}
],
"entries": [
"A side effect of a less than honorable upbringing, you are willing to do anything to win a fight. Anything is fair game, from a clever distraction to a well placed kick to the unmentionables. After all, all's fair in love and war. You gain the following benefits:",
{
"type": "list",
"items": [
"You gain proficiency with improvised weapons.",
"When a creature fails to hit you with a melee weapon attack, if the attack missed by 5 or more, you can use your reaction to make one unarmed strike or improvised weapon attack against the creature that missed you. The attack deals no damage, but can cause the target to fall prone or suffer some other ill effect agreed upon by both you and the DM."
]
}
]
},
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{
"name": "Draconic Fervor",
"source": "SC",
"prerequisite": [
{
"race": [{"name": "kobold"}],
"level": 4
}
],
"entries": [
"The blood of the mightiest of dragons fills your veins. Choose one of the following benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Breath Weapon",
"entries": [
"You gain the ability to cast the spell {@spell dragon's breath}, targeting yourself. Once you use this feature, you can't use it again until you complete a long rest."
]
},
{
"type": "item",
"name": "Dragon Claws",
"entries": [
"Your fingers end with sharp claws that can be used in your unarmed strikes. Your claw attack deals slashing damage equal to {@dice 1d4} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike."
]
},
{
"type": "item",
"name": "Firemind",
"entries": [
"When you use your Gear-smith racial feature to create items, you can create a number of them up to your Intelligence modifier (minimum 2). Additional items beyond these require a DC 20 {@item artisan's tools} check."
]
}
]
},
"You may take this feat multiple times, choosing a different benefit each time."
]
},
{
"name": "Dueling Expert",
"source": "SC",
"prerequisite": [
{
"other": "Duelist fighting style or Gun Duelist gun tactic"
}
],
"entries": [
"You have mastered the art of dueling with gun and sword, and gain the following benefits:",
{
"type": "list",
"items": [
"If you have a one-handed melee weapon in one hand and a light firearm in the other, when you make an attack with either of those weapons, you can use your bonus action to attack with the other.",
"Wielding a light firearm or finesse melee weapon in your offhand does not count against the Dueling fighting style or Gun Duelist gun tactic.",
"You can ignore the loading time and reload action for a light firearm in one hand if you are holding nothing in the other hand."
]
}
]
},
{
"name": "Energy Blast",
"source": "SC",
"prerequisite": [
{
"race": [{"name": "dromite"}]
}
],
"entries": [
"Your connection to the Planes of Energy is more acute than those of your brethren. You may use this feature to cast {@spell chaos bolt} without expending a spell slot. When you do, you do not select a damage type using one of the d8s; instead, the damage dealt is of the type specified in your Energy Resistance racial feature.",
"You can use this feature a number of times equal to your Charisma modifier (minimum 1). You regain any expended uses after completing a long rest."
]
},
{
"name": "Firearms Enthusiast",
"source": "SC",
"ability": [
{
"choose": {
"from": ["str", "dex"],
"amount": 1
}
}
],
"entries": [
"You have trained in the proper stance and technique to effectively wield a variety of firearms. You gain the following benefits:",
{
"type": "list",
"items": [
"You gain proficiency in four firearms. At least one of these firearms must be a sidearm, and at least one of these must be a longarm."
]
}
]
},
{
"name": "Fossilized",
"source": "SC",
"prerequisite": [
{
"race": [{"name": "awakened undead", "subrace": "skeleton"}]
}
],
"entries": [
"You have researched the necromantic magics holding you together, and have altered them to reinforce your body against certain types of attacks. You gain resistance to piercing and slashing damage. However, you gain a vulnerability to bludgeoning damage."
]
},
{
"name": "Ghostly Magic",
"source": "SC",
"prerequisite": [
{
"race": [{"name": "awakened undead", "subrace": "ghost"}]
}
],
"entries": [
"Your soul is especially powerful, and you may channel its power into a semblance of mortal magic.",
"When you take this feat, choose either Charisma or Wisdom. You may use this feature up to three times to cast a spell from the following list: {@spell blink}, {@spell catapult}, {@spell charm person}, {@spell fear}, and {@spell invisibility} (self only). Use the chosen ability as your spellcasting ability for these spells.",
"You regain unspent uses of this feature at the end of a long rest."
],
"additionalSpells": [
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{
"ability": {"choose": ["cha", "wis"]},
"innate": {
"_": {
"rest": {
"3": [
"blink",
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"catapult",
"charm person",
"fear",
"invisibility"
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]
}
}
}
}
]
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},
{
"name": "Gremlin",
"source": "SC",
"entries": [
"You're particularly good at seeking out and finding the weakness in gears, drive mechanisms, and the like, and can confidently disable a mechanical device with a single fell swoop, if you so desire.",
"As a bonus action, you may make an Intelligence ({@skill Investigation}) check to attempt to identify the weakness of a mechanical device or construct. If you can find such a weakness, you may make a Sleight of Hand check, attack roll, or other similar means to attempt to take advantage of this weakness, at the DM's discretion."
]
},
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{
"name": "Gunsmith Initiate",
"source": "SC",
"prerequisite": [
{
"ability": [{"int": 13}],
"other": "proficiency in smith's tools or tinker's tools"
}
],
"entries": [
"Your proficiency bonus is doubled in tinker's tools and/or smith's tools, and you can now craft primitive firearms. You are assumed to have gotten the materials for the firearm you wish to craft before you took this feat. You craft these guns at a rate of 5 gp per hour.",
{
"type": "inset",
"name": "Variant: Firearms Are Prominent",
"entries": [
"If firearms are common in your world, you can craft advanced firearms as well as primitive firearms when you take the {@feat Gunsmith Initiate} feat."
]
}
]
},
{
"name": "Gunsmith Adept",
"source": "SC",
"prerequisite": [
{
"feat": ["gunsmith initiate|sc"],
"level": 12
}
],
"entries": [
"You have gone through extensive training in gunsmithing, letting you create new firearms via experimenting. You can now create advanced firearms, as well as special firearms, attachments, and custom parts (if it is appropriate for your setting, i.e. firearms are prominent).",
"In order to craft an advanced firearm, special firearm, attachment, or custom part, you must first obtain blueprints. Once per long rest, you can make an Intelligence check, adding your proficiency bonus. The DC of this check depends on the part you are trying to craft, as listed on the appropriate table. If you succeed, you manage to craft the blueprints for the gun or part; if you fail, the DC decreases by 1 for subsequent checks, to a minimum of 10.",
"When the blueprints are created, you can then make the gun or parts. It is assumed that during your travels you came across the required materials to make these items before you took this feat. You craft these items at a rate of 5 gp per hour.",
"Additionally, the cost to craft primitive firearms is reduced by half (rounded up), and the rate at which you can craft them is doubled (to 10 gp per hour).",
"Finally, when you make a tinker's tools check to reduce a primitive firearm's misfire number, you can reduce it to a minimum of 1, regardless of its original misfire number."
]
},
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{
"name": "Vicious Augmentation",
"source": "SC",
"prerequisite": [
{
"other": "one or more limbs replaced with a prosthetic, proficiency with tinker's tools (or access to a qualified craftsman)"
}
],
"entries": [
"You've modified your prosthetic limb, making it into a viable item in melee. When you take this feat, choose one of the following benefits:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Mental Link",
"entries": [
"Choose Charisma or Wisdom. Your unarmed strikes and melee weapon attacks may use the chosen ability in place of Strength or Dexterity when determining bonuses to attack and damage rolls."
]
},
{
"type": "item",
"name": "Power Fist (Arm/hand prosthetic only)",
"entries": [
"The damage of your unarmed strike increases to {@dice 1d6} + your Strength modifier. Additionally, before you take the Attack action on your turn, you may take a bonus action to charge power in your fist. If you do so, the damage of your unarmed strike improves again to {@dice 1d12} + your Strength modifier until the end of your turn."
]
},
{
"type": "item",
"name": "Spring-Recoiled Sprint (Leg/foot prosthetic only)",
"entries": [
"When a creature misses an attack against you, you may use your reaction to move up to 10 feet without provoking an attack of opportunity."
]
}
]
},
"You may take this feat up to twice, choosing a different benefit each time."
]
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},
{
"name": "Superior Marksman",
"source": "SC",
"entries": [
"You have perfected the art of the patient, precise kill. When you wield a heavy firearm that has either a telescopic sight or longshot sight equipped on it, you get the following benefits:",
{
"type": "list",
"items": [
"If you use a bonus action to steady your aim with your firearm, you can choose to make an attack roll that can neither have advantage or disadvantage. On a hit, if you roll a 1 or 2 on a damage die, you can reroll that die and must use the new roll.",
"If you make a ranged attack roll with advantage, you can reroll one of the attack rolls once."
]
}
]
},
{
"name": "Shar's Favor",
"source": "SC",
"prerequisite": [
{
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"race": [{"name": "shadar-kai"}]
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}
],
"entries": [
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"The tenebrous magics of the Shadowfell surge within your body. You gain the ability to cast {@spell darkness}, without using any material components. You can use this ability a number of times equal to your Constitution modifier (minimum 1). You regain any spent uses whenever you complete a long rest."
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]
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},
{
"name": "Scattershot Master",
"source": "SC",
"entries": [
"You have mastered getting the most effect out of firearms with the scatter property. You get the following benefits:",
{
"type": "list",
"items": [
"When you make a scatter attack, if three or more enemies are in the affected area, add +1 to the attack roll.",
"When you roll a 1 or 2 on a damage die for a scatter attack, you can reroll the die and must use the new roll.",
"You can load all of the ammunition for shell loading firearms with the scatter property using a bonus action."
]
}
]
},
{
"name": "Riot Breaker",
"source": "SC",
"prerequisite": [
{
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"other": "Proficiency with shields"
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}
],
"entries": [
"You have become quite adept at crowd control using your shield. As long as you are wielding your shield, whenever you make an attack against a creature, you are considered to have half cover if that creature attacks you. Additionally, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage dealt by that creature.",
"The benefits of this feature last until the start of your next turn."
]
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},
{
"name": "Pistol Whipper",
"source": "SC",
"ability": [
{
"choose": {
"from": ["str", "dex"],
"amount": 1
}
}
],
"entries": [
"You are skilled in using guns as melee weapons, on the off-chance that using them for their intended function is ill-advised.",
"Additionally, you are now considered proficient with firearms you use as melee weapons. Light firearms deal {@dice 1d6} bludgeoning damage and are considered finesse weapons, two-handed firearms deal {@dice 1d8} bludgeoning damage, and heavy firearms deal {@dice 1d10} bludgeoning damage."
]
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},
{
"name": "Musketeer",
"source": "SC",
"ability": [
{
"dex": 1
}
],
"entries": [
"You have trained yourself to specialize in the use of weapons that require time to reload after each shot. You gain the following benefits:",
{
"type": "list",
"items": [
"You gain proficiency in firearms with the long loading property, and may ignore the long loading property of those firearms when using them and replace it with the reload property.",
"After making an attack with a firearm with the long loading property using the {@action Attack} action, you may use your bonus action to make a second attack with that weapon."
]
}
]
},
{
"name": "Mounted Shooting",
"source": "SC",
"entries": [
"While you are riding a mount or driving a vehicle and aren't incapacitated, you gain the following benefits:",
{
"type": "list",
"items": [
"You get a +1 bonus to attack rolls with firearms.",
"Being within 5 feet of a hostile creature when making an attack roll with a firearm does not impose disadvantage on the attack roll as long as the creature's size is smaller than your mount.",
"You have advantage on attack rolls against any unmounted creature smaller than your mount within your firearm's normal range."
]
}
]
},
{
"name": "Morbid Curiosity",
"source": "SC",
"entries": [
"You grew up hearing tales of Victorian horrors, and instead of recoiling in fear, you developed an interesting fascination with them. You get the following benefits:",
{
"type": "list",
"items": [
"You gain proficiency in the {@skill History} skill.",
"You get advantage on any Intelligence ({@skill Investigation}) check used to determine the presence of an aberration, monstrosity, or undead creature.",
"You have advantage on saving throws against any effect that would cause you to become {@condition charmed} or {@condition frightened}, so long as that effect is coming from an aberration, monstrosity, or undead."
]
}
]
},
{
"name": "Modern Medic",
"source": "SC",
"prerequisite": [
{
"other": "proficiency with doctor's tools or pharmacist's supplies"
}
],
"entries": [
"You have studied medical journals and kept an ear out regarding the latest advancements in health care, and are quick to apply your studies to your adventuring career. Your incredible skill with the tools of your trade grant you the following benefits:",
{
"type": "list",
"items": [
"At the end of any short or long rest, you can make a DC 15 Wisdom ({@item doctor's tools|phb}) or Wisdom ({@item pharmacist's supplies|phb}) check. On a success, you create a healer's kit good for one use.",
"As an action, you can stabilize a dying creature. When you do so, make a DC 15 Wisdom ({@item doctor's tools|phb}) or Wisdom ({@item pharmacist's supplies|phb}) check; on a success, the creature also regains {@dice 1d4} hit points."
]
}
]
},
{
"name": "Meticulous",
"source": "SC",
"entries": [
"You keep yourself neatly groomed, your manners are perfect, and your affairs are always in order. If you spend at least one hour after a long rest to prepare yourself for the rest of the day, you may choose one skill from either {@skill Investigation}, {@skill Persuasion}, or {@skill Survival}. You get advantage on checks using the chosen skill until your next long rest, provided you stay within the limits of a city or other sort of civilization."
]
},
{
"name": "Mechanical Advantage",
"source": "SC",
"prerequisite": [
{
"other": "one or more limbs replaced with a prosthetic"
}
],
"entries": [
"You have turned your unfortunate circumstance into a mark of pride. You gain the following benefits:",
{
"type": "list",
"items": [
"When grappling another creature of your size or smaller, you may use your action to lock your prosthetic limb in place, forcing their {@skill Athletics} or {@skill Acrobatics} check to escape your grapple to be made at disadvantage.",
"When grappled by another creature, you may use your action to disengage your prosthetic limb from your body and automatically succeed the attempt to escape grapple. (You will, of course, need to retrieve your prosthetic afterwards...)",
"If your prosthetic is concealed, you may choose to reveal it to a creature and gain advantage on a single {@skill Persuasion} or {@skill Intimidation} check against that creature. Whether the check succeeds or fails, you cannot use this benefit against that creature again."
]
}
]
},
{
"name": "Lucky Card",
"source": "SC",
"prerequisite": [
{
"ability": [{"cha": 13}]
}
],
"entries": [
"You have stumbled across a card that seems to have a magical connection to you. This card is a spell card, meant for a card master, though you show some aptitude for card magic.",
"If you have no levels in the card master class, you learn the cantrip {@spell card throw}, using Charisma as your spellcasting ability for it. Additionally, when you take this feat, choose a 1st level spell from the card master spell list. You can use your lucky card to cast this spell. Once it is used, you can't use it again until after you complete a long rest.",
"If you have this feat, then gain a level in the card master class, or if you are already a card master when you take this feat, you do not gain the benefits listed above. Instead, when constructing your deck, add 5 points to your Deck Points total."
]
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},
{
"name": "Handled with Care",
"source": "SC",
"entries": [
"You understand the delicate machinery and overall limitations of primitive firearms and know how to handle them to avoid excessive wear, even in the heat of combat. When you make more than two attacks with primitive firearms during your turn, the firearm's misfire count does not increase by 1."
]
},
{
"name": "Hooligan",
"source": "SC",
"entries": [
"With the skills you have obtained with concealed weaponry, you can turn an ordinary encounter into an assassination. Once per encounter, if you have not taken an action or bonus action to attack, and if you are carrying a weapon with the hidden property that you are proficient with, you can use your bonus action to deploy it and make an attack with it. If you do not already have the Sneak Attack class feature, then the attack deals an extra {@dice 2d6} damage."
]
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}
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]
}