Adding more spells

This commit is contained in:
Chris
2023-11-20 16:31:45 +00:00
parent 899c88ea05
commit 13960b6099

View File

@@ -111,7 +111,7 @@
}, },
"entries": [ "entries": [
"With a burst of transforming energy and a squelch of blood, you turn a creature you can see within range inside out, then immediately back to its previous form. The sudden inversion of their body is painful and disorienting, but causes no lasting damage.", "With a burst of transforming energy and a squelch of blood, you turn a creature you can see within range inside out, then immediately back to its previous form. The sudden inversion of their body is painful and disorienting, but causes no lasting damage.",
"The creature must make a Constitution saving throw. On a failed save, it takes {@dice 6d8} necrotic damage and becomes {@condition stunned} until the start of its next turn. On a success, it takes half as much damage on a success and isn't {@condition stunned}." "The creature must make a Constitution saving throw. On a failed save, it takes {@damage 6d8} necrotic damage and becomes {@condition stunned} until the start of its next turn. On a success, it takes half as much damage on a success and isn't {@condition stunned}."
], ],
"damageInflict": ["necrotic"], "damageInflict": ["necrotic"],
"savingThrow": ["constitution"] "savingThrow": ["constitution"]
@@ -263,9 +263,9 @@
] ]
}, },
"entries": [ "entries": [
"You conjure and fire a tiny, black orb that clings to its target like a leech, draining some of its vital force. As part of the action used to cast this spell, you must make a ranged attack with a firearm within the spell's range, otherwise the spell fails. On a hit, the target takes {@dice 1d4} necrotic damage, and the bullet clings to the target's body until it can be removed.", "You conjure and fire a tiny, black orb that clings to its target like a leech, draining some of its vital force. As part of the action used to cast this spell, you must make a ranged attack with a firearm within the spell's range, otherwise the spell fails. On a hit, the target takes {@damage 1d4} necrotic damage, and the bullet clings to the target's body until it can be removed.",
"If a bullet is attached to a creature, it takes {@dice 1d4} necrotic damage at the start of each of its turns. Any creature can remove a bullet attached to a creature by spending its action to do so; alternatively, a target affected by a bullet can cause it to wither away by succeeding a Constitution saving throw at the end of its turn.", "If a bullet is attached to a creature, it takes {@damage 1d4} necrotic damage at the start of each of its turns. Any creature can remove a bullet attached to a creature by spending its action to do so; alternatively, a target affected by a bullet can cause it to wither away by succeeding a Constitution saving throw at the end of its turn.",
"This spell's damage on subsequent turns increases by {@dice 1d4} when you reach 5th level ({@dice 2d4}), 11th level ({@dice 3d4}), and 17th level ({@dice 4d4})." "This spell's damage on subsequent turns increases by {@damage 1d4} when you reach 5th level ({@damage 2d4}), 11th level ({@damage 3d4}), and 17th level ({@damage 4d4})."
], ],
"savingThrow": ["constitution"], "savingThrow": ["constitution"],
"damageInflict": ["necrotic"], "damageInflict": ["necrotic"],
@@ -323,7 +323,7 @@
}, },
"entries": [ "entries": [
"As part of the action used to cast this spell, you must make a ranged attack with a firearm against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and blood-red lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your spellcasting ability modifier.", "As part of the action used to cast this spell, you must make a ranged attack with a firearm against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and blood-red lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your spellcasting ability modifier.",
"This spell's damage increases when you reach higher levels. At 5th level, the ammunition deals an extra {@dice 1d8} lightning damage to the target, and the lightning damage to the second creature increases to {@dice 1d8} + your spellcasting ability modifier. Both damage rolls increase by {@dice 1d8} at 11th level and 17th level." "This spell's damage increases when you reach higher levels. At 5th level, the ammunition deals an extra {@damage 1d8} lightning damage to the target, and the lightning damage to the second creature increases to {@damage 1d8} + your spellcasting ability modifier. Both damage rolls increase by {@damage 1d8} at 11th level and 17th level."
], ],
"damageInflict": ["lightning"], "damageInflict": ["lightning"],
"scalingLevelDice": { "scalingLevelDice": {
@@ -391,61 +391,6 @@
"The same is true for attacks, spells, abilities, and effects within the shield attempting to target or affect anything outside of it." "The same is true for attacks, spells, abilities, and effects within the shield attempting to target or affect anything outside of it."
] ]
}, },
{
"name": "Cardheart Guardian",
"source": "SC",
"level": 3,
"school": "C",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 10
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1
},
"concentration": true
}
],
"classes": {
"fromClassList": [
{
"name": "Card Master",
"source": "SC"
}
]
},
"entries": [
"You tap into the wellspring of power you use for your card magic and manifest an energy being. Choose an unoccupied space you can see within range. An energy being in the form of a beast of challenge rating 2 or lower appears in that space. As long as this creature has at least one hit point, any damage that would be dealt to you is instead dealt to the creature.",
"The summoned creature obeys your verbal commands, taking its turn immediately after yours in the initiative order. The creature disappears when it reaches 0 hit points, if you lose sight of the creature, or when the spell ends.",
"In order to maintain the spell, you must use your bonus action on each of your turns to give the creature a verbal command. If you fail to do so, the spell immediately ends. If you have cast this spell multiple times, the same command can be given to all creatures summoned by this spell."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast this spell using a 5th-level spell slot or higher, you may choose to summon an elemental of challenge rating 4 or lower instead of a beast. When you cast this spell using a 7th-level spell slot or higher, you may choose to summon a celestial of challenge rating 4 or lower instead of an elemental or beast."
]
}
]
},
{ {
"name": "Card Throw", "name": "Card Throw",
"source": "SC", "source": "SC",
@@ -547,7 +492,7 @@
}, },
"entries": [ "entries": [
"You charge up and release a wave of magical energy charged with elemental power.", "You charge up and release a wave of magical energy charged with elemental power.",
"Choose two damage types from either acid, cold, fire, lightning, poison, or thunder. Each creature you choose within 30 feet of you must make a Dexterity saving throw. On a failed save, a creature takes {@dice 5d6} damage of the first chosen type, {@dice 5d6} damage of the second chosen type, and is {@condition stunned} until the beginning of your next turn. On a successful save, it takes half as much damage and isn't {@condition stunned}." "Choose two damage types from either acid, cold, fire, lightning, poison, or thunder. Each creature you choose within 30 feet of you must make a Dexterity saving throw. On a failed save, a creature takes {@damage 5d6} damage of the first chosen type, {@damage 5d6} damage of the second chosen type, and is {@condition stunned} until the beginning of your next turn. On a successful save, it takes half as much damage and isn't {@condition stunned}."
], ],
"savingThrow": ["dexterity"], "savingThrow": ["dexterity"],
"damageInflict": ["acid", "cold", "fire", "lightning", "poison", "thunder"], "damageInflict": ["acid", "cold", "fire", "lightning", "poison", "thunder"],
@@ -591,7 +536,7 @@
"entries": [ "entries": [
"You place a piece of ammunition on the ground, pointing it towards an enemy. As you do, a number of vaguely humanoid shapes carrying spectral rifles appear, taking aim and firing on your wordless command.", "You place a piece of ammunition on the ground, pointing it towards an enemy. As you do, a number of vaguely humanoid shapes carrying spectral rifles appear, taking aim and firing on your wordless command.",
"Choose a creature within range. As you do, ten spirits appear and form a line facing the opponent, spreading out to your left and right, leaving you in the center. The line of spirits spreads out to fill a space as wide as 20 feet (10 feet on each side of you); however, the spirits are unaffected if there is not enough room for them all. The spirits are intangible and cannot be interacted with.", "Choose a creature within range. As you do, ten spirits appear and form a line facing the opponent, spreading out to your left and right, leaving you in the center. The line of spirits spreads out to fill a space as wide as 20 feet (10 feet on each side of you); however, the spirits are unaffected if there is not enough room for them all. The spirits are intangible and cannot be interacted with.",
"The spirits all fire their rifles a single time before disappearing, forcing the target to make a Dexterity saving throw. The target takes {@dice 10d6} piercing damage on a failed save, or half as much damage on a successful one." "The spirits all fire their rifles a single time before disappearing, forcing the target to make a Dexterity saving throw. The target takes {@damage 10d6} piercing damage on a failed save, or half as much damage on a successful one."
], ],
"savingThrow": ["dexterity"], "savingThrow": ["dexterity"],
"damageInflict": ["piercing"] "damageInflict": ["piercing"]
@@ -642,6 +587,610 @@
"entries": [ "entries": [
"You touch a willing creature who isn't wearing armor. Wisps of shadow material pulled from the Shadowfell form and knit themselves into a tough, yet light and flexible vest, fitted perfectly to the creature. The vest is considered light armor with ballistics resistance (BR 3), though proficiency with it is not required to use it. While wearing the armor, a creature's base AC becomes 12 + its Dexterity modifier. The spell ends if the creature doffs the armor or if you dismiss the spell as an action." "You touch a willing creature who isn't wearing armor. Wisps of shadow material pulled from the Shadowfell form and knit themselves into a tough, yet light and flexible vest, fitted perfectly to the creature. The vest is considered light armor with ballistics resistance (BR 3), though proficiency with it is not required to use it. While wearing the armor, a creature's base AC becomes 12 + its Dexterity modifier. The spell ends if the creature doffs the armor or if you dismiss the spell as an action."
] ]
},
{
"name": "Create Fuel",
"source": "SC",
"level": 3,
"school": "C",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 10
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "instant"
}
],
"classes": {
"fromClassList": [
{
"name": "Cleric",
"source": "PHB"
},
{
"name": "Paladin",
"source": "PHB"
}
]
},
"entries": [
"You target a single vehicle within range, magically conjuring enough fuel to bring it to its maximum fuel capacity. If the fuel source is organic material, such as the coal, wood, and oil used to stoke the fire of a steam engine, the required amount appears in clean, organized stacks. If the vehicle's fuel source is nonmaterial or magical in nature, such as a battery, this spell simply recharges that fuel source."
]
},
{
"name": "Cryobomb",
"source": "SC",
"level": 8,
"school": "V",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 120
}
},
"components": {
"v": true,
"s": true,
"m": {
"cost": 250,
"text": "a piece of dry ice and silver powder worth 25 sp"
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1
},
"concentration": true
}
],
"classes": {
"fromClassList": [
{
"name": "Cardmaster",
"source": "SC"
},
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Warlock",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"entries": [
"A glowing bead of ice forms from your finger and shoots out to a point within range, where it remains and grows colder for the duration. When the spell ends, either because your concentration is broken or because you decide to end it on your turn, the bead breaks apart and lets out an ice storm that flash freezes anything near it and spreads around corners. Each creature within a 20-foot radius sphere centered on the point must succeed a Constitution saving throw. A creature takes cold damage equal to the accumulated damage and is {@condition paralyzed} for a number of rounds equal to the accumulated number on a failed save. If a creature succeeds the save, it takes half as much damage and is not {@condition paralyzed}. A creature can remake the Constitution saving throw at the end of each of its subsequent turns in order to end the paralysis.",
"This spell's base damage is {@damage 8d6} and its base paralysis time is 1 round. If at the end of your turn the bead has not yet detonated, the damage increases by {@damage 1d6} and the paralysis increases by 1 round.",
"If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to explode in a freezing storm of ice. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The cold freezes objects in the area and puts out nonmagical flames."
],
"savingThrow": ["constitution", "dexterity"],
"damageInflict": ["cold"],
"conditionInflict": ["paralyzed"]
},
{
"name": "Cryostasis",
"source": "SC",
"level": 2,
"school": "E",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 30
}
},
"components": {
"s": true,
"m": "a drop of water and fine dust"
},
"duration": [
{
"type": "instant"
}
],
"classes": {
"fromClassList": [
{
"name": "Card Master",
"source": "SC"
},
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"entries": [
"You choose one creature within range. You close your fist and flash freeze the air around them in an attempt to lock their joints up and freeze them in place. The creature must succeed a Constitution saving throw. On a failed save, it takes {@damage 2d6} cold damage and has its movement speed reduced to 0 for 1 minute. At the end of each of its subsequent turns, the creature can remake the saving throw in order to end the spell's effects on itself."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 2d6|2-9|1d6} for each slot level above 2nd."
]
}
],
"savingThrow": ["constitution"],
"damageInflict": ["cold"]
},
{
"name": "Daring Ditty",
"source": "SC",
"level": 1,
"school": "E",
"time": [
{
"number": 1,
"unit": "reaction",
"condition": "when an ally makes a saving throw"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 60
}
},
"components": {
"v": true,
"m": "a musical instrument or speaking cone"
},
"duration": [
{
"type": "instant"
}
],
"classes": {
"fromClassList": [
{
"name": "Bard",
"source": "PHB"
}
]
},
"entries": [
"You play or sing a quick little ditty for a single ally you can see within range. This spell appears to be nothing more than a song unless a creature that can hear it makes a Wisdom (Perception) check against your spell save DC to recognize otherwise.",
"When your ally hears the song, they are uplifted by the magical music. You can roll a Charisma saving throw, using your bonus to the save, and use the result in place of an ally's saving throw to escape the effect of a spell. If an enemy recognized the song as magical with a successful Perception check, you have disadvantage on this roll.",
"Your ally must be able to hear you to receive the benefit of this spell."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast this spell using a spell slot of 2nd level or higher, the spell affects one additional ally for each slot level above 1st. When you do, you make one Charisma saving throw and use it for all creatures affected by this spell."
]
}
]
},
{
"name": "Echolocate",
"source": "SC",
"level": 1,
"school": "D",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "sphere",
"distance": {
"type": "feet",
"amount": 10
}
},
"components": {
"s": true,
"m": "the preserved vocal cords of a bat"
},
"duration": [
{
"type": "instant"
}
],
"classes": {
"fromClassList": [
{
"name": "Druid",
"source": "PHB"
},
{
"name": "Ranger",
"source": "PHB"
},
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"entries": [
"A harmless wave of energy pulses outwards from your location out to 10 feet. The wave traces across the floor and stops when it hits a solid obstacle or a creature, bouncing back to you and revealing the precise location of the obstacle.",
"Since the wave bounces off of solid objects and doesn't go around corners, creatures behind cover remain undetected by this spell. Invisible objects and creatures, however, are detected. Though they still remain invisible, your knowledge of their position provides enough help that the next melee attack made by you or one of your allies against that creature does not need to be made at disadvantage. This benefit is lost at the start of the invisible creature's next turn."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast this spell using a spell slot of 2nd level or higher, the radius of the sphere increases by 5 feet per slot level above 1st. When you cast this spell using a spell slot of 6th level or higher, the wave goes around corners and thus can detect creatures behind cover."
]
}
]
},
{
"name": "Efficaciousness",
"source": "SC",
"level": 3,
"school": "T",
"time": [
{
"number": 1,
"unit": "minute"
}
],
"range": {
"type": "point",
"distance": {
"type": "touch"
}
},
"components": {
"m": "a few drops of machine oil"
},
"duration": [
{
"type": "timed",
"duration": {
"type": "hour",
"amount": 4
}
}
],
"classes": {
"fromClassList": [
{
"name": "Artificer",
"source": "TCE"
},
{
"name": "Sorcerer",
"source": "SC"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"entries": [
"For the duration of the spell, a machine or construct you touch runs as if it is in perfect working order, ignoring such trifles as broken parts, worn gears, or the laws of physics and magic. Additionally, physical flaws such as dents and scratches fade, making the device look like it is brand new.",
"If you target a living construct with this spell, it gains temporary hit points equal to its current hit points for the duration of the spell.",
"The spell even allows machines that were improperly constructed in the first place to work, though the duration of the spell in such cases is reduced to 1 hour. Additionally, such a machine may catastrophically fail once the spell's duration wears off.",
"If you attempt to cast this spell on a machine or construct already under the effects of {@spell efficaciousness|SC}, the target immediately breaks down and ceases functioning. A construct targeted this way takes damage equal to the amount of temporary hit points it gained from the first casting."
]
},
{
"name": "Find the Trajectory",
"source": "SC",
"level": 1,
"school": "D",
"time": [
{
"number": 1,
"unit": "minute"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"v": true,
"s": true,
"m": "a handful of white dust or powder"
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 10
},
"concentration": true
}
],
"classes": {
"fromClassList": [
{
"name": "Cleric",
"source": "PHB"
},
{
"name": "Paladin",
"source": "PHB"
}
]
},
"entries": [
"You mystically sharpen your eye and your mind, able to analyze the aftermath of firefights with ease.",
"For the duration, you can touch a bullet hole in a structure or a bullet wound on a person and discover where the round was fired from. If you spend an additional minute concentrating on one particular impact site, you can determine the type of firearm used to fire the bullet. If you concentrate on the same impact site for the spell's full duration, you can obtain a vague sense of the shooter's race, gender, and height, as well as gaining enough familiarity with the shooter's weapon to be able to use {@spell locate object} or similar spells to find it."
],
"meta": {
"ritual": true
}
},
{
"name": "Forceful Bullet",
"source": "SC",
"level": 0,
"school": "T",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "touch"
}
},
"components": {
"m": "a firearm and a piece of its ammunition"
},
"duration": [
{
"type": "timed",
"duration": {
"type": "round",
"amount": 1
}
}
],
"classes": {
"fromClassList": [
{
"name": "Wizard",
"source": "PHB"
}
]
},
"entries": [
"The bullet you touch is loaded into a firearm, where it is fired with excessive force. The next time a ranged weapon attack is made with that firearm, if the attack hits, add a {@dice 1d6|d6} to the damage roll. If the firearm has the reload property, this attack counts as two attacks towards its reload count.",
"The spell's magic fades if the firearm is not used to attack before your next turn.",
"The damage die improves to a d8 at 5th level, a d10 at 11th level, and a d12 at 17th level."
],
"scalingLevelDice": {
"label": "damage",
"scaling": {
"1": "1d6",
"5": "1d8",
"11": "1d10",
"17": "1d12"
}
}
},
{
"name": "Fortify",
"source": "SC",
"level": 2,
"school": "A",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {"type": "touch"}
},
"components": {
"s": true,
"m": "a pot of red clay and a handful of earth"
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1
},
"concentration": true
}
],
"classes": {
"fromClassList": [
{
"name": "Artificer",
"source": "TCE"
},
{
"name": "Cleric",
"source": "PHB"
},
{
"name": "Druid",
"source": "PHB"
},
{
"name": "Paladin",
"source": "PHB"
}
]
},
"entries": [
"You draw runes onto the skin and clothing of a willing creature. The runes glow with protective magic that wards them from debilitating effects. The first time the target would be subjected to the paralyzed, petrified, prone, restrained, or stunned condition due to an attack, spell, or effect, if it is not at 0 hit points, it ignores that condition instead, and the spell ends."
],
"conditionImmune": ["paralyzed", "petrified", "prone", "restrained", "stunned"]
},
{
"name": "Ghost Bullets",
"source": "SC",
"level": 4,
"school": "T",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {"type": "self"}
},
"components": {
"v": true,
"s": true,
"m": "pieces of nonmagical ammunition"
},
"duration": [
{
"type": "timed",
"duration": {
"type": "hour",
"amount": 1
}
}
],
"classes": {
"fromClassList": [
{
"name": "Artificer",
"source": "TCE"
},
{
"name": "Bard",
"source": "PHB"
},
{
"name": "Ranger",
"source": "PHB"
},
{
"name": "Warlock",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"entries": [
"By speaking an eerie incantation, you transform up to four nonmagical bullets in your inventory into ethereal projections that pass through inorganic material.",
"When making a ranged attack using one of these bullets, the target's AC is equal to 10 + its Dexterity modifier, regardless of any cover it has or any armor it is wearing. If it isn't wearing armor and has a racial or class feature that provides a different formula for calculating AC such as Unarmored Defense, it can use that AC calculation instead.",
"Because of the ethereal nature of these bullets, they are particularly good at striking creatures that do not have a physical form. An attack made with one of these bullets deals double damage to ghosts, spirits, and other creatures without a physical body, such as those that have the Incorporeal Movement feature.",
"However, since they pass through inorganic material, constructs are not affected by these bullets, and attacks made against them with these bullets automatically miss.",
"The spell's magic ends on a bullet after it is fired, or fades from it once the spell's duration is complete."
]
},
{
"name": "Glassing Beam",
"source": "SC",
"level": 9,
"school": "V",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 300
}
},
"components": {
"s": true,
"m": {
"cost": 500000,
"text": "a focusing lens, glow worm powder, an emerald worth 5,000 gp that is consumed when the spell is cast",
"consume": true
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 10
},
"concentration": true
}
],
"classes": {
"fromClassList": [
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"entries": [
"You call upon a mighty, destructive beam of magical force to destroy your enemies and burn the earth around them until its surface is but glass.",
"Choose a point within range. You summon forth a large, white-orange pulsating beam in a 30-foot-radius, 50,000-foot-high column centered on that point. Creatures that start their turn within that area or enter it for the first time take {@damage 5d10} fire damage, {@damage 5d10} force damage, {@damage 5d10} necrotic damage, and {@damage 5d10} radiant damage. After two rounds, the beam turns the surface struck by it into cracked and jagged glass, destroying plants and objects that aren't being worn or carried. This turns the area into difficult terrain that is extraordinarily painful to cross. Any creature that moves more than half its speed on this terrain takes {@damage 2d10} piercing damage. Structures hit by this beam take double the damage from this spell.",
"You must use your action to maintain the beam; if you fail to do so, your concentration on the spell immediately ends. While you are doing so, your movement speed is 0 and you have disadvantage on Dexterity saving throws. You can use your bonus action to move the beam up to 20 feet in any direction."
],
"damageInflict": ["fire", "force", "necrotic", "radiant"]
} }
], ],
"vehicle": [ "vehicle": [
@@ -915,22 +1464,6 @@
] ]
} }
}, },
{
"name": "Generic Airship",
"source": "SC",
"vehicleType": "SHIP",
"capCargo": 1,
"cost": 50000,
"size": "G",
"dimensions": ["20 ft.", "60 ft."],
"terrain": ["air"],
"pace": 4,
"fluff": {
"entries": [
"This exotic and expensive vehicle is held aloft by a massive balloon connected by chain to a ship that hangs below. This ship is similar to a sailing ship, complete with an open top, and is propelled by an easily controlled magical engine. Passengers and cargo are carried in the ship."
]
}
},
{ {
"name": "Arcane Engine", "name": "Arcane Engine",
"source": "SC", "source": "SC",
@@ -1321,7 +1854,7 @@
"name": "Wrath of The Inferno", "name": "Wrath of The Inferno",
"source": "SC", "source": "SC",
"featureType": ["EI"], "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."], "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 {@damage 2d8} fire damage to the target per spell level that ignores resistance and immunity."],
"prerequisite": [{ "prerequisite": [{
"patron": "The Fiend", "patron": "The Fiend",
"pact": "Pact of the Firearm" "pact": "Pact of the Firearm"
@@ -1469,7 +2002,7 @@
"type": "item", "type": "item",
"name": "Dragon Claws", "name": "Dragon Claws",
"entries": [ "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." "Your fingers end with sharp claws that can be used in your unarmed strikes. Your claw attack deals slashing damage equal to {@damage 1d4} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike."
] ]
}, },
{ {
@@ -1504,19 +2037,6 @@
} }
] ]
}, },
{
"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", "name": "Firearms Enthusiast",
"source": "SC", "source": "SC",
@@ -1590,43 +2110,6 @@
"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." "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."
] ]
}, },
{
"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."
]
},
{ {
"name": "Vicious Augmentation", "name": "Vicious Augmentation",
"source": "SC", "source": "SC",
@@ -1652,7 +2135,7 @@
"type": "item", "type": "item",
"name": "Power Fist (Arm/hand prosthetic only)", "name": "Power Fist (Arm/hand prosthetic only)",
"entries": [ "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." "The damage of your unarmed strike increases to {@damage 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 {@damage 1d12} + your Strength modifier until the end of your turn."
] ]
}, },
{ {
@@ -1734,7 +2217,7 @@
], ],
"entries": [ "entries": [
"You are skilled in using guns as melee weapons, on the off-chance that using them for their intended function is ill-advised.", "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." "Additionally, you are now considered proficient with firearms you use as melee weapons. Light firearms deal {@damage 1d6} bludgeoning damage and are considered finesse weapons, two-handed firearms deal {@damage 1d8} bludgeoning damage, and heavy firearms deal {@damage 1d10} bludgeoning damage."
] ]
}, },
{ {
@@ -1857,7 +2340,7 @@
"name": "Hooligan", "name": "Hooligan",
"source": "SC", "source": "SC",
"entries": [ "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." "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 {@damage 2d6} damage."
] ]
} }
] ]