{ "_meta": { "sources": [ { "json": "SC", "abbreviation": "SC", "full": "Steampunk Compendium", "authors": [ "u/Maxhydro", "u/ThePumpkinator87", "u/Resdamalos" ], "convertedBy": [ "Chris" ], "version": "1.1", "color": "91161D", "url": "https://homebrewery.naturalcrit.com/share/r1mnLrkNrZ" } ], "dateAdded": 0, "dateLastModified": 1690651631 }, "spell": [ { "name": "Averer's Awakening", "source": "SC", "level": 7, "school": "T", "time": [ { "number": 8, "unit": "hour" } ], "range": { "type": "point", "distance": { "type": "touch" } }, "components": { "v": true, "s": true, "m": { "consume": true, "cost": 5000000, "text": "a precious gem worth 5000gp, that the spell consumes" } }, "duration": [ { "type": "instant" } ], "classes": { "fromClassList": [ { "name": "Bard", "source": "PHB" }, { "name": "Druid", "source": "PHB" } ] }, "entries": [ "After spending the casting time tracing magical pathways within a precious gemstone, you touch a construct or plant that is Huge or smaller. The target must have either no Intelligence score or an Intelligence of 4 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know of your choosing. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub, the awakened tree or grove guardian.", "The awakened construct or plant retains the loyalties it held before awakening, but is now more capable of following orders or making its own decisions. If the construct or plant is already under the influence of an enemy, awakening it does not change its predilection towards you or your allies, and it may act in a hostile manner." ] }, { "name": "Baleful Eversion", "source": "SC", "level": 4, "school": "T", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "point", "distance": { "type": "feet", "amount": 30 } }, "components": { "s": true, "m": "a wishbone" }, "duration": [ { "type": "instant" } ], "classes": { "fromClassList": [ { "name": "Sorcerer", "source": "PHB" }, { "name": "Wizard", "source": "PHB" } ] }, "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.", "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"], "savingThrow": ["constitution"] }, { "name": "Barlow's Warning Shot", "source": "SC", "level": 1, "school": "I", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "point", "distance": { "type": "feet", "amount": 60 } }, "components": { "m": "a spent shell casing" }, "duration": [ { "type": "instant" } ], "classes": { "fromClassList": [ { "name": "Ranger", "source": "PHB" }, { "name": "Warlock", "source": "PHB" }, { "name": "Wizard", "source": "PHB" } ] }, "entries": [ "A creature within range suddenly hears a gunshot whiz just overhead, compelling it to get out of the way for its own safety. The creature must succeed on a Wisdom saving throw or immediately use its reaction to fall {@condition prone}. A creature that has already used its reaction or cannot take its reaction is unaffected by this spell." ], "savingThrow": ["wisdom"] }, { "name": "Black Bullet", "source": "SC", "level": 0, "school": "N", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "point", "distance": { "type": "feet", "amount": 60 } }, "components": { "v": true, "s": true }, "duration": [ { "type": "instant" } ], "classes": { "fromClassList": [ { "name": "Cleric", "source": "PHB" }, { "name": "Warlock", "source": "PHB" }, { "name": "Wizard", "source": "PHB" } ] }, "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 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 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 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)." ], "savingThrow": ["constitution"], "damageInflict": ["necrotic"], "scalingLevelDice": { "label": "necrotic damage", "scaling": { "1": "1d4", "5": "2d4", "11": "3d4", "17": "4d4" } } }, { "name": "Black Bullet", "source": "SC", "level": 0, "school": "N", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "point", "distance": { "type": "feet", "amount": 60 } }, "components": { "v": true, "s": true }, "duration": [ { "type": "instant" } ], "classes": { "fromClassList": [ { "name": "Cleric", "source": "PHB" }, { "name": "Warlock", "source": "PHB" } ] }, "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 {@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 {@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 {@damage 1d4} when you reach 5th level ({@damage 2d4}), 11th level ({@damage 3d4}), and 17th level ({@damage 4d4})." ], "savingThrow": ["constitution"], "damageInflict": ["necrotic"], "scalingLevelDice": { "label": "necrotic damage", "scaling": { "1": "1d4", "5": "2d4", "11": "3d4", "17": "4d4" } } }, { "name": "Blood-Lightning Bullet", "source": "SC", "level": 0, "school": "T", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "point", "distance": { "type": "touch" } }, "components": { "s": true, "m": "a firearm" }, "duration": [ { "type": "instant" } ], "classes": { "fromClassList": [ { "name": "Sorcerer", "source": "PHB" }, { "name": "Warlock", "source": "PHB" }, { "name": "Wizard", "source": "PHB" } ] }, "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.", "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"], "scalingLevelDice": { "label": "lightning damage", "scaling": { "1": "1d8", "5": "2d8", "11": "3d8", "17": "4d8" } } }, { "name": "Bubble Shield", "source": "SC", "level": 4, "school": "V", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "sphere", "distance": { "type": "feet", "amount": 5 } }, "components": { "m": { "consume": false, "text": "an iron bowl, a leather strap from a shield" } }, "duration": [ { "type": "timed", "duration": { "type": "minute", "amount": 1 } } ], "classes": { "fromClassList": [ { "name": "Artificer", "source": "TCE" }, { "name": "Paladin", "source": "PHB" }, { "name": "Wizard", "source": "PHB" } ] }, "entries": [ "You create a static, impenetrable shield in a 5-foot radius around yourself for the duration of the spell. Any creatures can enter and exit the shield freely.", "Attacks, spells, and damaging effects originating from outside of the shield cannot affect anything inside the shield, as they either bounce off of it or are harmlessly deflected away. By the same token, creatures outside of the shield cannot target anything inside the shield with an attack, spell, or ability.", "The same is true for attacks, spells, abilities, and effects within the shield attempting to target or affect anything outside of it." ] }, { "name": "Card Throw", "source": "SC", "level": 0, "school": "C", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "point", "distance": { "type": "feet", "amount": 60 } }, "components": { "v": true, "s": true }, "duration": [ { "type": "instant" } ], "classes": { "fromClassList": [ { "name": "Card Master", "source": "SC" } ] }, "entries": [ "You conjure and then throw a magical card that is filled with energy. Roll a d6 to determine the color of the card, then make a ranged spell attack against the target. On a hit, the target takes damage based on the color of the card:", { "type": "table", "colLabels": ["{@dice d6}", "Color", "Damage Type"], "colStyles": ["col-2 text-center", "col-5", "col-5"], "rows": [ [{"type": "cell", "roll": {"exact": 1}}, "Red", "Fire"], [{"type": "cell", "roll": {"exact": 2}}, "Orange", "Acid"], [{"type": "cell", "roll": {"exact": 3}}, "Yellow", "Lightning"], [{"type": "cell", "roll": {"exact": 4}}, "Green", "Poison"], [{"type": "cell", "roll": {"exact": 5}}, "Blue", "Cold"], [{"type": "cell", "roll": {"exact": 6}}, "Violet", "Psychic"] ] }, "On a roll of 1-5, the amount of damage the target takes is equal to 1d6 + your spellcasting ability modifier. On a roll of 6, the target takes 1d6 damage, then must succeed on a Constitution saving throw or become {@condition blinded} until the end of its next turn.", "The spell creates more than one card when you reach higher level: two cards at 5th level, three cards at 11th level, and four at 17th level. You can direct the cards at the same target or at different ones. Make a separate attack roll and d6 roll for each card." ], "savingThrow": ["constitution"], "damageInflict": ["fire", "acid", "lightning", "poison", "cold", "psychic"], "conditionInflict": ["blinded"] }, { "name": "Chromatic Wave", "source": "SC", "level": 6, "school": "V", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "sphere", "distance": { "type": "feet", "amount": 30 } }, "components": { "v": true }, "duration": [ { "type": "instant" } ], "classes": { "fromClassList": [ { "name": "Card Master", "source": "SC" }, { "name": "Sorcerer", "source": "PHB" }, { "name": "Wizard", "source": "PHB" } ] }, "entries": [ "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 {@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"], "damageInflict": ["acid", "cold", "fire", "lightning", "poison", "thunder"], "conditionInflict": ["stunned"] }, { "name": "Conjure Firing Squad", "source": "SC", "level": 5, "school": "C", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "point", "distance": { "type": "feet", "amount": 90 } }, "components": { "s": true, "m": "any piece of nonmagical ammunition" }, "duration": [ { "type": "instant" } ], "classes": { "fromClassList": [ { "name": "Ranger", "source": "PHB" } ] }, "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.", "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 {@damage 10d6} piercing damage on a failed save, or half as much damage on a successful one." ], "savingThrow": ["dexterity"], "damageInflict": ["piercing"] }, { "name": "Conjure Flak Jacket", "source": "SC", "level": 1, "school": "C", "time": [ { "number": 1, "unit": "minute" } ], "range": { "type": "point", "distance": { "type": "touch" } }, "components": { "v": true, "s": true, "m": "a chip of ceramic" }, "duration": [ { "type": "timed", "duration": { "type": "hour", "amount": 8 } } ], "classes": { "fromClassList": [ { "name": "Cleric", "source": "PHB" }, { "name": "Wizard", "source": "PHB" } ] }, "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." ] }, { "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": "Card Master", "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"] }, { "name": "Hydraulic Beam", "source": "SC", "level": 3, "school": "V", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "line", "distance": { "type": "feet", "amount": 30 } }, "components": { "v": true, "s": true, "m": "a drop of water" }, "duration": [ { "type": "instant" } ], "classes": { "fromClassList": [ { "name": "Card Master", "source": "SC" }, { "name": "Sorcerer", "source": "PHB" }, { "name": "Wizard", "source": "PHB" } ] }, "entries": [ "You project a large jet of water from your hand or an object you are holding or carrying. The beam shoots forth from you in a 30-foot long, 15-foot wide line in a direction of your choosing. Creatures within the line must make a Strength saving throw. On a failed save, a creature takes {@damage 6d6} bludgeoning damage and is knocked {@condition prone}. On a successful save, it takes half as much damage and isn't knocked prone." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@scaledamage 6d6|3-9|1d6} for each slot level above 3rd." ] } ], "savingThrow": ["strength"], "damageInflict": ["bludgeoning"], "conditionInflict": ["prone"] }, { "name": "Ice Bayonet", "source": "SC", "level": 1, "school": "C", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "point", "distance": {"type": "touch"} }, "components": { "s": true, "m": "a piece of ice and a two-handed firearm" }, "duration": [ { "type": "timed", "duration": { "type": "minute", "amount": 1 } } ], "classes": { "fromClassList": [ { "name": "Artificer", "source": "TCE" }, { "name": "Bard", "source": "PHB" }, { "name": "Paladin", "source": "PHB" }, { "name": "Ranger", "source": "PHB" }, { "name": "Wizard", "source": "PHB" } ] }, "entries": [ "You create a shard of ice at the end of the barrel of a rifle, musket, blunderbuss, or shotgun you touch. For 1 minute, you can use this firearm as a finesse melee weapon that deals {@damage 1d6} piercing damage and {@damage 2d6} cold damage on a hit." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ "When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by {@scaledamage 2d6|1-9|1d6} for each slot level above 1st." ] } ], "damageInflict": ["piercing", "cold"] }, { "name": "Instant Cover", "source": "SC", "level": 0, "school": "A", "time": [ { "number": 1, "unit": "reaction", "condition": "when either you or a creature you can see within range is targeted by a non-magical attack" } ], "range": { "type": "point", "distance": { "type": "feet", "amount": 10 } }, "components": { "v": true, "s": true, "m": "a pinch of brick or mortar dust" }, "duration": [ { "type": "instant" } ], "classes": { "fromClassList": [ { "name": "Artificer", "source": "TCE" }, { "name": "Cleric", "source": "PHB" }, { "name": "Sorcerer", "source": "PHB" }, { "name": "Wizard", "source": "PHB" } ] }, "entries": [ "You cause a shimmering wall of force — 3 feet tall, 5 feet wide, and 1 inch thick — to spring up in an instant, interposed between the source of the triggering attack and either yourself or a creature you can see. The wall provides half cover against the triggering attack before immediately dissipating.", "When you reach 11th level, the wall's protection improves, providing three-quarters cover before dissipating." ] }, { "name": "Ironwood Aegis", "source": "SC", "level": 2, "school": "C", "time": [ { "number": 1, "unit": "bonus" } ], "range": { "type": "point", "distance": {"type": "self"} }, "components": { "v": true, "s": true }, "duration": [ { "type": "timed", "duration": { "type": "hour", "amount": 1 } } ], "classes": { "fromClassList": [ { "name": "Druid", "source": "PHB" }, { "name": "Ranger", "source": "PHB" } ] }, "entries": [ "Your body becomes suffused with nature's power, granting a fighting chance against improving technology. You gain ballistics resistance (BR 1) for the duration of the spell. This applies even if you are not wearing armor." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ "When you cast this spell using a spell slot of 4th level or higher, the ballistics resistance increases to BR 2. When you use a spell slot of 6th level or higher, the ballistics resistance increases to BR 3." ] } ] }, { "name": "Jinx", "source": "SC", "level": 1, "school": "E", "time": [ { "number": 1, "unit": "reaction", "condition": "when a creature hits you with an attack" } ], "range": { "type": "point", "distance": { "type": "feet", "amount": 90 } }, "components": { "v": true, "s": true }, "duration": [ { "type": "timed", "duration": { "type": "hour", "amount": 1 }, "concentration": true } ], "classes": { "fromClassList": [ { "name": "Bard", "source": "PHB" }, { "name": "Warlock", "source": "PHB" } ] }, "entries": [ "You place a vengeful curse on a creature as it attacks you. This curse wracks their minds whenever they attempt to strike you. When this spell is cast, and for the duration of the spell, whenever the cursed creature targets you with an attack, it takes {@damage 1d4} psychic damage. As a bonus action during your turn or if the cursed creature is killed, you can move this curse to a new target." ] }, { "name": "Magnetize", "source": "SC", "level": 2, "school": "T", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "point", "distance": { "type": "feet", "amount": 30 } }, "components": { "s": true, "m": "a small bar magnet" }, "duration": [ { "type": "timed", "duration": { "type": "minute", "amount": 1 }, "concentration": true } ], "classes": { "fromClassList": [ { "name": "Artificer", "source": "TCE" }, { "name": "Card Master", "source": "SC" } ] }, "entries": [ "Choose a creature you can see within range. An unwilling creature may make a Constitution saving throw to resist this spell. You affect the magnetic field surrounding that creature in one of two ways:", { "type": "list", "items": [ "{@bold Attraction.} Melee and ranged weapon attacks made against the creature deal an additional {@damage 1d4} force damage, provided the weapon used is made of metal.", "{@bold Repulsion.} When a melee or ranged weapon attack from a weapon made of metal hits the creature, roll {@damage 1d4} and reduce the damage dealt by the result." ] } ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ "When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by attacks is increased or reduced by an additional {@scaledamage 1d4|2,4,6,8|1d4} for every two slot levels above 2nd." ] } ], "savingThrow": ["constitution"], "damageInflict": ["force"] }, { "name": "Mindrending Bullet", "source": "SC", "level": 0, "school": "E", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "point", "distance": { "type": "feet", "amount": 60 } }, "components": { "v": true }, "duration": [ { "type": "instant" } ], "classes": { "fromClassList": [ { "name": "Bard", "source": "PHB" }, { "name": "Sorcerer", "source": "PHB" }, { "name": "Warlock", "source": "PHB" }, { "name": "Wizard", "source": "PHB" } ] }, "entries": [ "Your words blend with the gun's loud retort, creating a noise that pierces through the target's psyche. 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 damage dealt by the attack is psychic instead of the normal damage type.", "This spell's damage increases when you reach higher levels. At 5th level, the attack deals an extra {@damage 1d4} psychic damage to the target. This increases by {@damage 1d4} at 11th level ({@damage 2d4}), and 17th level ({@damage 3d4})." ], "scalingLevelDice": { "label": "psychic damage", "scaling": { "1": "1d4", "5": "2d4", "11": "3d4", "17": "4d4" } } }, { "name": "Obfuscate", "source": "SC", "level": 2, "school": "I", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "point", "distance": {"type": "touch"} }, "components": { "v": true, "s": true, "m": "tiny gears, pieces of copper wire, and a chip of glass" }, "duration": [ { "type": "timed", "duration": { "type": "hour", "amount": 24 } } ], "classes": { "fromClassList": [ { "name": "Sorcerer", "source": "PHB" }, { "name": "Wizard", "source": "PHB" } ] }, "entries": [ "You place an illusion on an inanimate object you touch that isn't being carried or worn by another creature, causing it to appear far more complex than it should be, plated with brass and covered with buttons, levers, and meaningless indicators.", "The illusory controls can be interacted with, but serve no function. Any physical controls on the item are disguised to look like the illusory controls. As a result, the item is incredibly difficult and unwieldy to use.", "Any ability checks or attack rolls made to use the item, or even to discern its function, are made at disadvantage.", "If you cast this spell on the same object every day for 30 days, the illusion lasts until it is dispelled." ] }, { "name": "Over Shield", "source": "SC", "level": 4, "school": "A", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "point", "distance": { "type": "feet", "amount": 30 } }, "components": { "m": "A vial of iron powder in an oil suspension" }, "duration": [ { "type": "timed", "duration": { "type": "minute", "amount": 1 }, "concentration": true } ], "classes": { "fromClassList": [ { "name": "Artificer", "source": "TCE" }, { "name": "Bard", "source": "PHB" }, { "name": "Cleric", "source": "PHB" }, { "name": "Ranger", "source": "PHB" } ] }, "entries": [ "You channel your protective magics to improve the defensive capabilities of a creature within range, creating a tightly-knitted barrier over their entire body.", "A creature you choose within range gains {@dice 2d4} temporary hit points. Additionally, choose either acid, cold, fire, lightning, or thunder damage. The creature gains resistance to the chosen damage type.", "Both the temporary hit points and the resistance are lost when you lose concentration on the spell." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ "When you cast this spell using a spell slot of 5th level or higher, increase the temporary hit points granted by the spell by {@dice 1d4} per slot level above 4th." ] } ], "damageResist": ["acid", "cold", "fire", "lightning", "thunder"] }, { "name": "Poison Gas", "source": "SC", "level": 1, "school": "N", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "point", "distance": { "type": "feet", "amount": 90 } }, "components": { "v": true, "s": true, "m": "a pinch of nightshade" }, "duration": [ { "type": "timed", "duration": { "type": "minute", "amount": 1 }, "concentration": true } ], "classes": { "fromClassList": [ { "name": "Card Master", "source": "SC" }, { "name": "Cleric", "source": "PHB" }, { "name": "Ranger", "source": "PHB" }, { "name": "Sorcerer", "source": "PHB" }, { "name": "Warlock", "source": "PHB" }, { "name": "Wizard", "source": "PHB" } ] }, "entries": [ "You toss a small green orb at a point you choose within range that explodes into a toxic cloud. This cloud starts as a 10-foot square centered on the point and expands 5 feet in each direction every round to a maximum of a 30-foot square. Any creature that starts its turn within the cloud or enters its area for the first time must succeed on a Constitution saving throw or be {@condition poisoned} for 1 minute. A creature poisoned by this spell takes {@damage 1d6} poison damage at the start of each of their turns until the effect ends. At the end of its turn, the creature can make another Constitution saving throw in order to end the poison effect on itself.", "This spell does not affect creatures that are immune to poison damage or the poisoned condition, nor does it affect creatures have already been poisoned.", "A strong wind disperses this cloud after 4 rounds." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ "When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the poison increases by {@scaledamage 1d6|1-9|1d6} for each slot level above 1st." ] } ], "savingThrow": ["constitution"], "damageInflict": ["poison"], "conditionInflict": ["poisoned"] }, { "name": "Power Word Blind", "source": "SC", "level": 7, "school": "E", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "point", "distance": { "type": "feet", "amount": 60 } }, "components": { "v": true }, "duration": [ { "type": "instant" } ], "classes": { "fromClassList": [ { "name": "Bard", "source": "PHB" }, { "name": "Sorcerer", "source": "PHB" }, { "name": "Warlock", "source": "PHB" }, { "name": "Wizard", "source": "PHB" } ] }, "entries": [ "You speak a word of power, causing an inky black miasma to fill the vision of a single target you can see within range. If the target has 150 hit points or fewer, it is {@condition blinded}. Otherwise, the spell has no effect.", "The {@condition blinded} target must make a Constitution saving throw at the end of each of its turns. On a successful save, this effect ends." ], "savingThrow": ["constitution"], "conditionInflict": ["blinded"] }, { "name": "Quick Load", "source": "SC", "level": 3, "school": "C", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "point", "distance": { "type": "touch" } }, "components": { "v": true, "s": true, "m": "a firearm and at least one piece of nonmagical ammunition" }, "duration": [ { "type": "instant" } ], "classes": { "fromClassList": [ { "name": "Artificer", "source": "TCE" }, { "name": "Wizard", "source": "PHB" } ] }, "entries": [ "You touch a firearm belonging to a willing creature and a number of pieces of nonmagical ammunition equal to the firearm's reload count. The ammunition disappears into time and space in order to appear later. The next time the gun must be reloaded, the affected bullets appear inside the firearm, automatically reloading it." ] }, { "name": "Rime Fang", "source": "SC", "level": 3, "school": "C", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "point", "distance": { "type": "touch" } }, "components": { "s": true, "m": "a piece of ice, ingested as the spell is cast" }, "duration": [ { "type": "instant" } ], "classes": { "fromClassList": [ { "name": "Druid", "source": "PHB" }, { "name": "Ranger", "source": "PHB" } ] }, "entries": [ "Sharp shards of ice fill your mouth, giving the appearance of vampire teeth as you lash out at your enemy. Make a melee spell attack against the target. If the attack hits, the target takes {@damage 3d8} cold damage and must make a Constitution saving throw. On a failed save, the creature gains one level of {@condition exhaustion}." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ "When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by {@scaledamage 3d8|3-9|1d8} per slot level above 3rd." ] } ], "savingThrow": ["constitution"], "damageInflict": ["cold"], "conditionInflict": ["exhaustion"] }, { "name": "Rotting Shot", "source": "SC", "level": 3, "school": "N", "time": [ { "number": 1, "unit": "bonus" } ], "range": { "type": "point", "distance": {"type": "self"} }, "components": { "v": true, "s": true, "m": "a piece of mundane ammunition" }, "duration": [ { "type": "instant" } ], "classes": { "fromClassList": [ { "name": "Sorcerer", "source": "PHB" }, { "name": "Warlock", "source": "PHB" }, { "name": "Wizard", "source": "PHB" } ] }, "entries": [ "You infuse your next shot with a foul, strength sapping energy. If the next ranged weapon attack you make hits, the target takes {@damage 1d8} necrotic damage and must make a Constitution saving throw. On a failed save, they take an additional {@damage 1d8} necrotic damage and have disadvantage on Strength ability checks and saving throws for the next minute." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ "When you cast this spell using a spell slot of 3rd level or higher, the initial necrotic damage increases by {@scaledamage 1d8|2-9|1d8} for each slot level above 3rd." ] } ], "savingThrow": ["constitution"], "damageInflict": ["necrotic"] }, { "name": "Rust Shut", "source": "SC", "level": 2, "school": "T", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "point", "distance": { "type": "feet", "amount": 60 } }, "components": { "s": true, "m": "a metal bolt and a drop of water" }, "duration": [ { "type": "special" } ], "classes": { "fromClassList": [ { "name": "Druid", "source": "PHB" }, { "name": "Sorcerer", "source": "PHB" }, { "name": "Wizard", "source": "PHB" } ] }, "entries": [ "You cause a metal joint to build up with corrosion, rendering it difficult to move. When you cast this spell, choose a metal object or construct within range.", { "type": "entries", "name": "Object", "entries": [ "You target a moving metal joint, such as the hinge of a door or a metal lock. The spell causes the metal to rust, requiring significant effort to break loose. The rusted joint can be forced open using a Strength check against your spell save DC or a *grease* spell targeting the area where the joint is located. Once the joint is broken, the spell ends." ] }, { "type": "entries", "name": "Construct", "entries": [ "The construct you target must make a Constitution saving throw. On a failed save, the creature is {@condition restrained}. While restrained this way, it can make a Strength (Athletics) check against your spell save DC at the start of each of its turns, ending the spell on a success." ] } ], "savingThrow": ["constitution", "strength"], "conditionInflict": ["restrained"] }, { "name": "Searing Smoke", "source": "SC", "level": 3, "school": "T", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "point", "distance": { "type": "feet", "amount": 30 } }, "components": { "v": true, "s": true, "m": "a container of sulfur" }, "duration": [ { "type": "timed", "duration": { "type": "minute", "amount": 1 } } ], "classes": { "fromClassList": [ { "name": "Bard", "source": "PHB" }, { "name": "Card Master", "source": "PHB" }, { "name": "Cleric", "source": "PHB" }, { "name": "Sorcerer", "source": "PHB" }, { "name": "Wizard", "source": "PHB" } ] }, "entries": [ "You throw sulfur into the air and convert it to a gaseous cloud that surrounds a point you choose within range. The cloud occupies a 20-foot-radius sphere centered on the chosen point. A creature that starts its turn within the cloud or enters its area for the first time must make a Constitution saving throw, taking {@damage 2d8} fire damage and {@damage 2d8} acid damage on a failed save, or half that much damage on a successful one. A strong wind disperses this cloud after 4 rounds." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ "When you cast this spell using a spell slot of 4th level or higher, the fire and acid damage each increase by {@scaledamage 2d8|3-9|1d8} for each slot level above 3rd." ] } ], "savingThrow": ["constitution"], "damageInflict": ["fire", "acid"] }, { "name": "Shackles of Pain", "source": "SC", "level": 2, "school": "N", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "point", "distance": { "type": "feet", "amount": 40 } }, "components": { "v": true, "s": true, "m": "a small silver chain worth at least 5 gp and a fresh drop of your own blood" }, "duration": [ { "type": "timed", "duration": { "type": "minute", "amount": 1 }, "concentration": true } ], "classes": { "fromClassList": [ { "name": "Bard", "source": "PHB" }, { "name": "Card Master", "source": "SC" }, { "name": "Sorcerer", "source": "PHB" }, { "name": "Warlock", "source": "PHB" } ] }, "entries": [ "As you speak this incantation, a glowing red chain emerges from your chest, lashing out like a snake at your target to bind your essences together. Choose a creature you can see within range. An unwilling creature can make a Constitution saving throw to avoid this spell's effects. On a successful save, the chain misses and the spell ends. On a failed save, the chain attaches to the creature's body. It is ethereal and does not restrict movement, but while it is attached, whenever you take damage, the creature takes the same amount of damage.", "At the end of each of the attached creature's turns for the duration, it can try to remove the chain by retrying the Constitution saving throw. On a successful save, the chain is removed and the spell ends." ], "savingThrow": ["constitution"] }, { "name": "Sight Line", "source": "SC", "level": 5, "school": "E", "time": [ { "number": 1, "unit": "bonus" } ], "range": { "type": "point", "distance": { "type": "feet", "amount": 500 } }, "components": { "s": true, "m": "a ruby worth 100 gp" }, "duration": [ { "type": "timed", "duration": { "type": "minute", "amount": 1 }, "concentration": true } ], "classes": { "fromClassList": [ { "name": "Bard", "source": "PHB" }, { "name": "Ranger", "source": "PHB" }, { "name": "Wizard", "source": "PHB" } ] }, "entries": [ "A bright red pinpoint of light appears on the body a creature you can see within range, targeting one of its vital areas. For the duration of the spell, ranged weapon attacks made against that creature have advantage, as long as the attack is made within the maximum range of the weapon used to make the attack.", "At the start of the creature's turn, it can make a Perception check against your spell save DC to notice the dot. Once it does, it can use its action to make a Dexterity saving throw to move out of the way of the light, ending the spell on a successful save." ], "savingThrow": ["dexterity"] }, { "name": "Spiritual Firearm", "source": "SC", "level": 2, "school": "E", "time": [ { "number": 1, "unit": "bonus" } ], "range": { "type": "point", "distance": { "type": "feet", "amount": 60 } }, "components": { "v": true, "s": true }, "duration": [ { "type": "timed", "duration": { "type": "minute", "amount": 1 } } ], "classes": { "fromClassList": [ { "name": "Cleric", "source": "PHB" }, { "name": "Paladin", "source": "PHB" } ] }, "entries": [ "You create a floating, spectral firearm within range that lasts for the duration or until you cast this spell again. When you cast this spell, choose between a pistol, a rifle, and a shotgun. The chosen weapon appears in a space within range and makes a single attack, as detailed below:", { "type": "entries", "name": "Pistol", "entries": [ "The pistol fires once at a single target. Make a ranged spell attack against a creature within 40 feet of it the pistol; on a hit, the creature takes {@damage 1d8} piercing damage." ] }, { "type": "entries", "name": "Rifle", "entries": [ "The rifle fires a round that shoots through a 90-foot line in front of it, pointed in a direction you choose. Each creature within that line must make a Dexterity saving throw, taking {@damage 1d8} piercing damage on a failed save or half as much on a success." ] }, { "type": "entries", "name": "Shotgun", "entries": [ "The shotgun's blast hits each creature within a 30-foot cone in front of it, pointed in a direction you choose. Each creature in the area must make a Dexterity saving throw, taking {@damage 1d6} bludgeoning damage on a failed save or half as much on a success." ] }, "As a bonus action on your turn, you can move the weapon up to 20 feet and make another attack with it." ], "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 one damage die ({@scaledamage 1d8|2-9|1d8} or {@scaledamage 1d6|2-9|1d6}) for every two slot levels above 2nd." ] } ], "savingThrow": ["dexterity"], "damageInflict": ["piercing", "bludgeoning"] }, { "name": "Spontaneous Combustion", "source": "SC", "level": 3, "school": "T", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "sphere", "distance": { "type": "feet", "amount": 20 } }, "components": { "v": true, "s": true, "m": "a match coated with rendered animal fat" }, "duration": [ { "type": "timed", "duration": { "type": "minute", "amount": 1 } } ], "classes": { "fromClassList": [ { "name": "Artificer", "source": "TCE" }, { "name": "Card Master", "source": "SC" }, { "name": "Wizard", "source": "PHB" } ] }, "entries": [ "You release a burst of energy that rapidly increases the temperature of clothes and skin, causing it to instantly catch fire. Choose up to five creatures you can see within 20 feet of you. Each of them must make a Constitution saving throw. On a failed save, a creature takes {@damage 3d6} fire damage and catches fire. On a successful save, it takes half as much damage and does not catch fire.", "While on fire, a creature takes {@damage 1d6} fire damage at the start of each of its turns. This fire cannot be extinguished normally, but the creature can retry the Constitution saving throw at the end of each of its turns, putting itself out on a successful save." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ "When you cast this spell using a spell slot of 4th level or higher, the initial damage and subsequent fire damage each increase by {@scaledamage 1d6|3-9|1d6} for each slot level above 3rd." ] } ], "savingThrow": ["constitution"], "damageInflict": ["fire"] }, { "name": "Steam Burst", "source": "SC", "level": 2, "school": "E", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "cube", "distance": { "type": "feet", "amount": 10 } }, "components": { "m": "a vial of water" }, "duration": [ { "type": "instant" } ], "classes": { "fromClassList": [ { "name": "Artificer", "source": "TCE" }, { "name": "Sorcerer", "source": "PHB" }, { "name": "Wizard", "source": "PHB" } ] }, "entries": [ "You cause a blast of superheated steam to form in an area filling a 10-foot cube in front of you. The steam scalds and burns each creature within the area, forcing them to make a Dexterity saving throw. On a failed save, a creature takes {@damage 4d6} fire damage and must succeed an additional Constitution saving throw or gain one level of {@condition exhaustion}, as the steam burn causes damage to internal organs. This level of exhaustion is removed once the creature has any amount of hit points restored.", "On a successful Dexterity saving throw, a creature takes half as much fire damage and doesn't have to make the Constitution save." ], "savingThrow": ["dexterity", "constitution"], "damageInflict": ["fire"], "conditionInflict": ["exhaustion"] }, { "name": "Tailwind", "source": "SC", "level": 3, "school": "C", "time": [ { "number": 1, "unit": "bonus" } ], "range": { "type": "line", "distance": { "type": "feet", "amount": 60 } }, "components": { "v": true, "s": true }, "duration": [ { "type": "timed", "duration": { "type": "minute", "amount": 1 }, "concentration": true } ], "classes": { "fromClassList": [ { "name": "Druid", "source": "PHB" }, { "name": "Ranger", "source": "PHB" } ] }, "entries": [ "The air whips about you, causing a strong air current to form. A gust of wind fills the air in a 60-foot line that is 20 feet wide, originating from you. Ranged attacks from weapons other than firearms within this area are made with a +2 bonus to attack rolls and damage, as long as they are made in the same direction as the blowing wind.", "While concentrating on this spell, you can use your bonus action to change the direction of the line of wind." ] }, { "name": "Vortex", "source": "SC", "level": 4, "school": "C", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "point", "distance": { "type": "feet", "amount": 90 } }, "components": { "s": true, "m": "an amethyst worth 200 gp, a ball of cast iron, a magnet, and a dash of glow worm powder" }, "duration": [ { "type": "timed", "duration": { "type": "round", "amount": 4 }, "concentration": true } ], "classes": { "fromClassList": [ { "name": "Sorcerer", "source": "PHB" }, { "name": "Warlock", "source": "PHB" }, { "name": "Wizard", "source": "PHB" } ] }, "entries": [ "You snap your fingers and create an arcane vortex in the shape of a 20-foot-radius sphere centered on a point you can see within range. Any creature that starts its turn within the vortex or enters its area for the first time takes {@damage 2d10} force damage. The vortex is considered difficult terrain; additionally, creatures within the vortex cannot take the Dash action. Any creature attempting to leave the vortex's area must succeed a Strength saving throw. On a failed save, they are unable to use their movement to leave the vortex's area for the rest of their turn.", "Any creature that starts its turn within 5 feet of the vortex must succeed a Strength saving throw or be pulled into an unoccupied space within its boundaries. If there is no unoccupied space in the vortex, the creature is not pulled in.", "The vortex dissipates harmlessly if you do not maintain concentration on this spell for the full duration. However, at the start of your turn on the fourth round, the spell ends as the vortex implodes, releasing a massive amount of arcane energy. Anyone within the vortex's area when this happens must make a Dexterity saving throw. On a failed save, a creature takes {@damage 4d10} force damage and is knocked {@condition prone}. On a successful save, it takes half as much damage and is not knocked {@condition prone}." ], "savingThrow": ["strength", "dexterity"], "damageInflict": ["force"], "conditionInflict": ["knocked prone"] }, { "name": "Wall of Denial", "source": "SC", "level": 2, "school": "A", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "point", "distance": { "type": "feet", "amount": 10 } }, "components": { "v": true, "s": true, "m": "a small pane of glass and a smear of red paint" }, "duration": [ { "type": "timed", "duration": { "type": "minute", "amount": 1 }, "concentration": true } ], "classes": { "fromClassList": [ { "name": "Cleric", "source": "PHB" }, { "name": "Sorcerer", "source": "PHB" }, { "name": "Wizard", "source": "PHB" } ] }, "entries": [ "You summon a 10-foot-wide, 10-foot-tall, and 1-inch-thick wall of magical force that extends from a point you choose within range. Before you cast the spell, choose any number of creatures you can see. The chosen creatures may walk through the wall unimpeded. Anyone else must make a Strength saving throw, passing through on a successful save. On a failed save, a creature is forced to stop and cannot use its movement to attempt to move past the wall for the rest of its turn.", "The wall can be attacked and destroyed to allow movement through it. Each 5-foot-square section of the wall has AC 10 and 15 hit points. Reducing a section of the wall to 0 hit points causes that section to dissipate, though the rest of the wall remains standing for the duration." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ "When you cast this spell using a spell slot of 3rd level or higher, the width of the wall increases by 10 feet for each slot level above 2nd. When you cast this spell using a spell slot of 5th level or higher, you can also choose to form the wall into a hemisphere with a radius of 10 feet." ] } ], "savingThrow": ["strength"] }, { "name": "Warp Metal", "source": "SC", "level": 3, "school": "T", "time": [ { "number": 1, "unit": "action" } ], "range": { "type": "point", "distance": { "type": "touch" } }, "components": { "v": true, "s": true }, "duration": [ { "type": "timed", "duration": { "type": "minute", "amount": 1 }, "concentration": true } ], "classes": { "fromClassList": [ { "name": "Artificer", "source": "TCE" }, { "name": "Cleric", "source": "PHB" }, { "name": "Sorcerer", "source": "PHB" }, { "name": "Wizard", "source": "PHB" } ] }, "entries": [ "You grasp a piece of nonmagical metal such as a sword or a piece of armor and alter its rigid structure, shifting it in your fingers as if it were clay.", "If the object you touch is an inanimate object that isn't being worn or carried, you can create a dent or hole in the object up to six inches across in any dimension.", "This distortion reduces the effectiveness of metal weapons and armor, weakening their physical structure. If you target a melee weapon with this spell, it deals half its normal damage. If you target a piece of armor, roll {@dice 1d4} and apply the result as a penalty to the AC granted by the item. If you target a shield, it only provides a +1 bonus to AC, instead of any other bonus it would provide. Any item with ballistics resistance loses it for the duration of the spell.", "If the object you touch is being held or carried by a creature, it can make a Dexterity saving throw to shift the object out of your grasp. If the creature is wearing the object, such as a piece of armor, the creature has disadvantage on this saving throw." ], "savingThrow": ["dexterity"] } ], "vehicle": [ { "name": "Cargo Ship", "source": "SC", "vehicleType": "SHIP", "capCargo": 5000, "cost": 30000, "size": "G", "dimensions": ["50 ft.", "260 ft."], "terrain": ["air"], "pace": 2, "fluff": { "entries": [ "These bulky vessels are designed for the transit of large amount of heavy cargo, typically for commercial purposes. They have a large rear hatch that folds down into a broad ramp, and typically carry enough equipment - rope, pulleys, carts and dollies - to ease the loading and unloading of the ship. Though they are slow moving, they are designed to protect the cargo they are transporting." ] } }, { "name": "Carrier Ship", "source": "SC", "vehicleType": "SHIP", "capCargo": 1700, "cost": 23000, "size": "G", "dimensions": ["35 ft.", "250 ft."], "terrain": ["air"], "pace": 2, "fluff": { "entries": [ "Essentially 'longer longboats', carrier ships are designed with a long flat area and covered shelters positioned abovedeck. This design provides a long runway for the launching of the many flying mounts that are stored in the shelters, as well as a mobile supply station for airborne troops." ] } }, { "name": "Explorer's Ship", "source": "SC", "vehicleType": "SHIP", "capCargo": 500, "cost": 20000, "size": "G", "dimensions": ["60 ft.", "30 ft."], "terrain": ["air"], "pace": 4, "fluff": { "entries": [ "These light, maneuverable ships are designed to accommodate a small crew for both short scouting ventures and long away missions exploring uncharted areas. Their cabins are designed to accommodate multiple possible uses." ] } }, { "name": "Feathered Galley", "source": "SC", "vehicleType": "SHIP", "capCargo": 100, "cost": 63000, "size": "G", "dimensions": ["35 ft.", "80 ft."], "terrain": ["air"], "pace": 4, "fluff": { "entries": [ "This sleek galley features sails made of feathers. The figurehead depicts a beautiful harpy flying above the jaws of a snapping sea drake." ] } }, { "name": "Longship", "source": "SC", "vehicleType": "SHIP", "capCargo": 1.2, "cost": 16000, "size": "G", "dimensions": ["35 ft.", "150 ft."], "terrain": ["air"], "pace": 4, "fluff": { "entries": [ "Ships designed exclusively for carrying men quickly. Often little more than just platforms and sails, these ships may not even use a balloon and may use sails angled to provide lift. These ships are only lightly armed, but are fast and maneuverable." ] } }, { "name": "Personal Vessel", "source": "SC", "vehicleType": "SHIP", "capCargo": 0.3, "cost": 5000, "size": "G", "dimensions": ["30 ft.", "15 ft."], "terrain": ["air"], "pace": 3, "fluff": { "entries": [ "A smaller ship, designed to be easily controlled and sailed by a small number of operators. These ships are simple and unarmed, and do not hold much personnel or cargo. This category of ships includes fishing boats and small caravels." ] } }, { "name": "Merchant Ship", "source": "SC", "vehicleType": "SHIP", "capCargo": 1.25, "cost": 12000, "size": "G", "dimensions": ["25 ft.", "50 ft."], "terrain": ["air"], "pace": 2, "fluff": { "entries": [ "Designed for transit of moderate, easily accessible loads, these ships often double as a traveling storefront. Ships such as these can act as traveling restaurants if equipped with a well stocked galley. They have a collapsible ladder and boarding plank to be used to conduct business while in the air. These ships are not especially fast or maneuverable, but offer a smooth, comfortable ride, and are armed for self-defense." ] } }, { "name": "Skyboard", "source": "SC", "vehicleType": "SHIP", "cost": 2000, "size": "M", "dimensions": ["5 ft.", "5 ft."], "terrain": ["air"], "pace": 2, "fluff": { "entries": [ "This is a flat longboard with a sail attached. It hovers in the air using special enchantments and is pushed either using wind power or boosters, depending on the model. The skyboard comes in many different styles, and is target towards younger audiences seeking aerial stunts and acrobatics." ] } }, { "name": "Warship", "source": "SC", "vehicleType": "SHIP", "capCargo": 300, "cost": 30000, "size": "G", "dimensions": ["25 ft.", "80 ft."], "terrain": ["air"], "pace": 5, "fluff": { "entries": [ "These airships are designed to be the pinnacle of aerial combat. They are fast, maneuverable, and well armed. Large fleets of warships are typically owned by governments, but lone ships can typically be found sailed by pirates, merchants and adventurers." ] } }, { "name": "Sky Yacht", "source": "SC", "vehicleType": "SHIP", "capCargo": 1.5, "cost": 40000, "size": "G", "dimensions": ["35 ft.", "80 ft."], "terrain": ["air"], "pace": 3, "fluff": { "entries": [ "Luxury vessels designed for the rich. These ships are for comfortable, luxurious travel and not much else. These ships prioritize comfort over any kind of defensive capability, but are typically fast enough to make a getaway at the sign of trouble." ] } }, { "name": "Zeppelin", "source": "SC", "vehicleType": "SHIP", "capCargo": 1000, "cost": 45000, "size": "G", "dimensions": ["20 ft.", "150 ft."], "terrain": ["air"], "pace": 4, "fluff": { "entries": [ "These airships are blimps built for cruising and luxury. They are crewed by around 15 aeronauts and boast comfortable seating and scenic views." ] } }, { "name": "War Zeppelin", "source": "SC", "vehicleType": "SHIP", "capCargo": 800, "cost": 70000, "size": "G", "dimensions": ["20 ft.", "150 ft."], "terrain": ["air"], "pace": 4, "fluff": { "entries": [ "This massive rigid skinned blimp is built for combat up to 3000 feet in the air. The gas bags are divided into multiple compartments so that a single puncture will not deflate an entire balloon. The war zeppelin is commonly crewed by 18 aeronauts (captain, commissar, chief engineer, cook, signals officer, navigator, and 12 non-commissioned crew). In addition to its weapon armament, it often is crewed with an additional 16 armed soldiers equipped with gliders or jetpacks." ] } }, { "name": "Aerial Screw", "source": "SC", "vehicleType": "SHIP", "capCargo": 0.3, "cost": 500, "size": "L", "dimensions": ["5 ft.", "10 ft."], "terrain": ["air"], "pace": 1.5, "fluff": { "entries": [ "Built of soarwood and canvas, this flying marvel has a rapidly turning rotor that keeps it airborne. There are no blades but rather a large, fairly flat apparatus of spiraling sail that thrusts air downward to generate lift." ] } }, { "name": "Alchemical Dragon", "source": "SC", "vehicleType": "SHIP", "capCargo": 0.8, "cost": 100000, "size": "G", "dimensions": ["20 ft.", "75 ft."], "terrain": ["air"], "pace": 6, "fluff": { "entries": [ "This ship is made of wood and is usually crafted in the shape of a dragon. It is held aloft purely by its alchemical engine, a complicated and dangerous device that has a tendency to explode when the vehicle becomes wrecked. If an alchemical dragon crashes, the DM can choose make a DC 24 Constitution check using the Constitution modifier of the pilot. If the check fails, the alchemical engine explodes, dealing 10d10 points of fire damage to all objects and creatures within a 60-foot radius of the alchemical engine. A creature can make a DC 17 Dexterity save to try to halve this damage." ] } }, { "name": "Glider", "source": "SC", "vehicleType": "SHIP", "capCargo": 0.3, "cost": 150, "size": "L", "dimensions": ["10 ft.", "10 ft."], "terrain": ["air"], "pace": 4, "fluff": { "entries": [ "A glider is basically a large piece of sail stretched out with a frame and connected to a handhold and straps. The only way to get a glider flying is to jump off a steep incline, allowing the glider to pick up the air current. Gliders have no power of their own, and must rely on these currents to remain aloft. When moving with the wind, a glider loses 5 feet of altitude for every 40 feet of movement. Against the wind, the glider loses 5 feet of altitude for every 10 feet of movement. In either case, gliders cannot ascend on their own." ] } }, { "name": "Ornithopter", "source": "SC", "vehicleType": "SHIP", "cost": 500, "size": "M", "dimensions": ["5 ft.", "5 ft."], "terrain": ["air"], "pace": 1.5, "fluff": { "entries": [ "These devices are typically powered by intricate clockwork mechanisms that simulate the flapping of a bird's wings. Powered by one man (with some rudimentary enchantments, of course), these devices compete with skyboards for domination of the recreational flight market." ] } }, { "name": "Zephyr", "source": "SC", "vehicleType": "SHIP", "capCargo": 0.5, "cost": 50000, "size": "G", "dimensions": ["10 ft.", "70 ft."], "terrain": ["air"], "pace": 4, "fluff": { "entries": [ "A massive balloon containing a bound air elemental is connected by chains to the ship below. This ship is similar to a sailing ship, complete with an open top, and is propelled by commanding or persuading the elemental to move." ] } }, { "name": "Arcane Engine", "source": "SC", "page": 0, "upgradeType": ["SHP:M"], "entries": [ "A unique blend of science and magic created this powerful engine. Arcane engines do not produce heat in the same way alchemical or steam engines do, and their fewer moving parts lead to fewer breakdowns, but maintenance requires the constant attention of powerful spellcasters, and a midair collision between two vehicles running arcane engines is far more disastrous." ] }, { "name": "Alchemical Engine", "source": "SC", "page": 0, "upgradeType": ["SHP:M"], "entries": [ "Powerful but high on fuel consumption, these engines burn a very precise blend of chemicals to generate power. The fuel must be created by skilled crafters knowledgeable in the alchemical arts. Its production requires a successful DC 20 Intelligence (Alchemist's tools) check. On a failed check, the fuel is either completely nonvolatile or could cause the ship's engines to fail or even explode catastrophically." ] }, { "name": "Steam Engine", "source": "SC", "page": 0, "upgradeType": ["SHP:M"], "entries": [ "The most basic of all the engines, this engine is the namesake of the current age. It is powered by two things - water and heat. Regardless of configuration, steam engines consist of a large boiler filled with water, hundreds of pounds of coal to bring the water to temperature, and a condenser to minimize the loss of energy to the open air. Steam-powered vehicles typically require a full crew to power and steer, and their construction has many points of failure requiring skilled technicians to repair." ] }, { "name": "Solar Sails", "source": "SC", "page": 0, "upgradeType": ["SHP:M"], "entries": [ "These sails are made using powerful enchantments and are much more expensive than your average canvas, costing up to 5,000 gp a sail. Despite the cost, many a sailor will argue their incredible utility, as the sails themselves absorb solar energy and output power, eliminating the need for an engine almost entirely." ] }, { "name": "Caravan", "source": "SC", "vehicleType": "SHIP", "capCargo": 500, "cost": 100, "size": "L", "terrain": ["land"], "pace": 3, "fluff": { "entries": [ "{@bold Caravans, Carriages, and Carts.}", "These simple vehicles are pulled by draft horses (or similar animals). A caravan is designed largely for holding a large amount of cargo, while a carriage is designed to comfortably house a number of passengers." ] } }, { "name": "Carriage", "source": "SC", "vehicleType": "SHIP", "capPassenger": 4, "cost": 100, "size": "L", "terrain": ["land"], "pace": 3, "fluff": { "entries": [ "{@bold Caravans, Carriages, and Carts.}", "These simple vehicles are pulled by draft horses (or similar animals). A caravan is designed largely for holding a large amount of cargo, while a carriage is designed to comfortably house a number of passengers." ] } }, { "name": "Cart", "source": "SC", "vehicleType": "SHIP", "capCargo": 0.3, "cost": 15, "size": "M", "terrain": ["land"], "pace": 4, "fluff": { "entries": [ "{@bold Caravans, Carriages, and Carts.}", "These simple vehicles are pulled by draft horses (or similar animals). A caravan is designed largely for holding a large amount of cargo, while a carriage is designed to comfortably house a number of passengers." ] } }, { "name": "Monowheel", "source": "SC", "vehicleType": "SHIP", "capPassenger": 1, "cost": 1000, "size": "M", "terrain": ["land"], "pace": 6, "fluff": { "entries": ["This is a one-wheeled single-track vehicle similar to a unicycle. However, instead of sitting above the wheel as in a unicycle, the rider sits within it. Steering is accomplished by leaning within the moving vehicle, though this is difficult to do at speed or on difficult terrain."] } }, { "name": "Small Car", "source": "SC", "vehicleType": "SHIP", "capPassenger": 4, "cost": 750, "size": "L", "terrain": ["land"], "pace": 10, "fluff": { "entries": [ "{@bold Cars and Tanks.}", "These modern vehicles are fitted with engines consisting of heavy boilers and condensers. The power of the vehicle is intrinsically tied to the size of the boiler. A larger boiler is heavier, but produces more power.", "The machinery of a steam-powered car is intricate and prone to damage at higher speeds, and the wheels and axles are not tuned for 'off-roading'. Cars travel at half speed when not traveling on an appropriate surface (i.e. pavement or tight-packed earth)." ] } }, { "name": "Large Car", "source": "SC", "vehicleType": "SHIP", "capPassenger": 8, "cost": 2000, "size": "L", "terrain": ["land"], "pace": 20, "fluff": { "entries": [ "{@bold Cars and Tanks.}", "These modern vehicles are fitted with engines consisting of heavy boilers and condensers. The power of the vehicle is intrinsically tied to the size of the boiler. A larger boiler is heavier, but produces more power.", "The machinery of a steam-powered car is intricate and prone to damage at higher speeds, and the wheels and axles are not tuned for 'off-roading'. Cars travel at half speed when not traveling on an appropriate surface (i.e. pavement or tight-packed earth)." ] } }, { "name": "Clockwork Tank", "source": "SC", "vehicleType": "SHIP", "capCrew": 6, "cost": 100000, "size": "H", "terrain": ["land"], "pace": 5, "fluff": { "entries": [ "{@bold Cars and Tanks.}", "These modern vehicles are fitted with engines consisting of heavy boilers and condensers. The power of the vehicle is intrinsically tied to the size of the boiler. A larger boiler is heavier, but produces more power.", "The machinery of a steam-powered car is intricate and prone to damage at higher speeds, and the wheels and axles are not tuned for 'off-roading'. Cars travel at half speed when not traveling on an appropriate surface (i.e. pavement or tight-packed earth)." ] } }, { "name": "Steam Tank", "source": "SC", "vehicleType": "SHIP", "capCrew": 8, "cost": 7200, "size": "H", "terrain": ["land"], "pace": 3, "fluff": { "entries": [ "{@bold Cars and Tanks.}", "These modern vehicles are fitted with engines consisting of heavy boilers and condensers. The power of the vehicle is intrinsically tied to the size of the boiler. A larger boiler is heavier, but produces more power.", "The machinery of a steam-powered car is intricate and prone to damage at higher speeds, and the wheels and axles are not tuned for 'off-roading'. Cars travel at half speed when not traveling on an appropriate surface (i.e. pavement or tight-packed earth)." ] } }, { "name": "Steam Engine", "source": "SC", "vehicleType": "SHIP", "capPassenger": 300, "cost": 10000, "size": "G", "terrain": ["land"], "pace": 18, "fluff": { "entries": [ "This vehicle is a train that runs on a very powerful steam engine, designed for passengers and their cargo. The size of its engine allows for a much higher theoretical speed, but since it runs on specially built rails, its speed is contingent on the quality of the wood and metal construction of these rails." ] } } ], "optionalfeature": [ { "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" } }, "pact": "Pact of the Firearm", "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" } }, "pact": "Pact of the Firearm" }] }, { "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" } }, "pact": "Pact of the Firearm" }] }, { "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": [{ "pact": "Pact of the Firearm", "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": [{ "pact": "Pact of the Firearm", "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": [{ "pact": "Pact of the Firearm", "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": [{ "pact": "Pact of the Firearm", "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": [{ "pact": "Pact of the Firearm", "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": [{ "pact": "Pact of the Firearm", "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": [{ "pact": "Pact of the Firearm", "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", "pact": "Pact of the Firearm" }] }, { "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."], "prerequisite": [{ "pact": "Pact of the Firearm", "patron": "The Great Old One" }] }, { "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 {@damage 2d8} fire damage to the target per spell level that ignores resistance and immunity."], "prerequisite": [{ "patron": "The Fiend", "pact": "Pact of the Firearm" }] } ], "feat": [ { "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": [ "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.", "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." ] } ], "ability": [ { "int": 1 } ] }, { "name": "Will of Iron", "source": "SC", "prerequisite": [ { "other": "suffered and recovered from long-term madness or insanity" } ], "entries": [ "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." ] }, { "name": "Akimbo Master", "source": "SC", "entries": [ "You master the art of wielding two firearms at once. You gain the following benefits:", { "type": "list", "items": [ "You can wield two sidearms at once, even if they do not have the light property.", "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." ] } ] }, { "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": [ { "improvised": true } ], "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." ] } ] }, { "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 {@damage 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": "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": [ { "ability": {"choose": ["cha", "wis"]}, "innate": { "_": { "rest": { "3": [ "blink", "catapult", "charm person", "fear", "invisibility" ] } } } } ] }, { "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." ] }, { "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 {@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." ] }, { "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." ] }, { "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": [ { "race": [{"name": "shadar-kai"}] } ], "entries": [ "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." ] }, { "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": [ { "other": "Proficiency with shields" } ], "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." ] }, { "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 {@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." ] }, { "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." ] }, { "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 {@damage 2d6} damage." ] } ] }