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5eTools/5etools.json
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"trait": [
{
"name": "Infuse Magic (2/day)",
"entries": [
"The artificer can spend 1 minute infusing an item with one of the spells it knows, provided the spell has a casting time of one action. A creature with an Intelligence score of 6 or higher thereafter may activate the spell as an action"
]
},
{
"name": "The spellcasting save DC and modifier of the activated item is the same as the artificer's",
"entries": [
"If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell 's range is self, it targets the creature that activates the item. If the spell requires concentration, the creature that activates the item maintains the concentration as if they had cast the spell. An infused item rema ins so for 8 hours, after which point, the magic fades."
]
}
],
"action": [
{
"name": "Rapier",
"entries": [
"{@atk mw} {@hit 5} to hit. reach 5 ft., one creature. {@h}7 (1 dB+ 3) piercing damage."
]
},
{
"name": "Thundercannon",
"entries": [
"{@atk rw} {@hit 5} to hit., range 150/300 ft., one creature. {@h}17 ({@damage 4d6 + 3}) thunder damage."
]
}
],
"source": "VNPC",
"page": 5,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0004-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0004.png"
}
}
]
},
"spellcastingTags": [
"CA"
],
"damageTags": [
"P",
"T"
],
"miscTags": [
"MW",
"RW",
"RNG",
"MLW"
],
"attachedItems": [
"rapier|phb"
]
},
{
"name": "Bastion",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 20,
"from": [
"plate",
"shield"
]
}
],
"hp": {
"average": 110,
"formula": "13d8+ 52"
},
"speed": {
"walk": 30
},
"str": 18,
"dex": 11,
"con": 18,
"int": 12,
"wis": 14,
"cha": 10,
"save": {
"str": "+7",
"con": "+7"
},
"skill": {
"athletics": "+7",
"intimidation": "+3"
},
"passive": 12,
"languages": [
"any one language (usually common)"
],
"languageTags": [
"X"
],
"cr": "7",
"trait": [
{
"name": "Brute",
"entries": [
"A melee weapon deals one extra die of its damage when the bastion hits with it (included in the attack)."
]
},
{
"name": "Shelter",
"entries": [
"Allies within 5 feet of the bastion gain a +2 bonus to their AC, if the Bastion is not prone or incapacitated."
]
},
{
"name": "Shield Charge",
"entries": [
"If the bastion moves at least 10 feet straight toward a target and then hits it with its flail on the same turn, the target takes an extra 13 (3d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength Saving throw or be knocked prone."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The bastion makes two weapon attacks"
]
},
{
"name": "Flail",
"entries": [
"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."
]
},
{
"name": "Javelin",
"entries": [
"Melee or R on Attack: {@hit 7} to hit, reach 5 ft. or range 30 t., one creature. {@h}11 d6 + 4) piercing damage in melee, or 11 ({@damage 2d6 + 4}) piercing damage at range"
]
}
],
"reaction": [
{
"name": "Block",
"entries": [
"The bastion adds +3AC against an attack that would normally hit it. To do so, the bastion must see the attacker and be wielding a shield"
]
}
],
"source": "VNPC",
"page": 6,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0005-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0005.png"
}
}
]
},
"traitTags": [
"Brute"
],
"actionTags": [
"Multiattack"
],
"damageTags": [
"B",
"P"
],
"miscTags": [
"MW",
"MLW"
],
"attachedItems": [
"flail|phb",
"javelin|phb"
]
},
{
"name": "Beast Master",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 15,
"from": [
"studded leather"
]
}
],
"hp": {
"average": 39,
"formula": "6d8 + 12"
},
"speed": {
"walk": 30
},
"str": 14,
"dex": 16,
"con": 14,
"int": 13,
"wis": 16,
"cha": 14,
"skill": {
"animal handling": "+5",
"nature": "+3",
"survival": "+5"
},
"passive": 13,
"languages": [
"any languages"
],
"languageTags": [
"X"
],
"cr": "1",
"trait": [
{
"name": "Exceptional Training",
"entries": [
"The beast master can have a bond with one or more beasts from the Monster Manual, as determined by the DM. The beast obeys the master's commands as best as it can, and takes its turn on the master's initiative order. One it's turn, the beast master can verbally command the beast where to move (with no action required on the master's part). In place of one of its weapon attacks, the beast master can command the beast to take the Attack action. The beast has advantage on attacks it is commanded to make. Asa bonus action, the beast master can command the beast to take the Dash, Disengage, Dodge, or Help action. It takes attacks of opportunity and other reactions without needing the beast master's command."
]
}
],
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"The beast master is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} tohit with spell attacks). The beast master has the following ranger spells prepared:"
],
"ability": "wis",
"spells": {
"1": {
"slots": 2,
"spells": [
"{@spell animal friendship}",
"{@spell speak with animals}"
]
}
}
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The beast master makes two weapon attacks."
]
},
{
"name": "Scimitar",
"entries": [
"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) slashing damage."
]
},
{
"name": "Shortbow",
"entries": [
"{@atk rw} {@hit 5} to hit, range 80/320 ft., one creature. {@h}6 ({@damage 1d6 + 3}) piercing damage."
]
}
],
"source": "VNPC",
"page": 7,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0006-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0006.png"
}
}
]
},
"actionTags": [
"Multiattack"
],
"damageTags": [
"S",
"P"
],
"miscTags": [
"MW",
"RW",
"RNG",
"MLW"
],
"attachedItems": [
"scimitar|phb",
"shortbow|phb"
],
"savingThrowForcedSpell": [
"wisdom"
]
},
{
"name": "Brawler",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 12,
"from": [
"leather"
]
}
],
"hp": {
"average": 39,
"formula": "6d8 + 12"
},
"speed": {
"walk": 30
},
"str": 14,
"dex": 12,
"con": 15,
"int": 9,
"wis": 10,
"cha": 9,
"skill": {
"athletics": "+4"
},
"passive": 10,
"languages": [
"any one language (usually common)"
],
"languageTags": [
"X"
],
"cr": "1/2",
"trait": [
{
"name": "Still Standing",
"entries": [
"If the brawler has 10 or fewer hit points remaining, it has advantage on attack rolls."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The brawler makes two unarmed strikes or one greatclub"
]
},
{
"name": "Greatclub",
"entries": [
"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage."
]
},
{
"name": "Unarmed Strike",
"entries": [
"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."
]
}
],
"source": "VNPC",
"page": 8,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0007-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0007.png"
}
}
]
},
"actionTags": [
"Multiattack"
],
"damageTags": [
"B",
"B"
],
"miscTags": [
"MW",
"MLW"
],
"attachedItems": [
"greatclub|phb"
]
},
{
"name": "Cavalry Specialist",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 17,
"from": [
"chain shirt",
"shield"
]
}
],
"hp": {
"average": 38,
"formula": "7d8 + 7"
},
"speed": {
"walk": 30
},
"str": 16,
"dex": 14,
"con": 12,
"int": 10,
"wis": 12,
"cha": 10,
"skill": {
"animal handling": "+3"
},
"passive": 11,
"languages": [
"any one language (usually common)"
],
"languageTags": [
"X"
],
"cr": "2",
"trait": [
{
"name": "Skilled Rider",
"entries": [
"Attack rolls made against the cavalry specialist's mount have disadvantage."
]
},
{
"name": "Thundering Charge (1/Turn)",
"entries": [
"If the cavalry specialist's mount moves at least 20 feet straight toward a target and the specialist hits it with a spear attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The cavalry specialist makes two weapon attacks"
]
},
{
"name": "Spear",
"entries": [
"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}6 ({@damage 1d6 + 3}) piercing damage in melee, or 6 ({@damage 1d6 + 3}) piercing damage at range, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack"
]
},
{
"name": "Javelin",
"entries": [
"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one creature. {@h}6 ({@damage 1d6 + 3}) piercing damage in melee, or 6 ({@damage 1d6 + 3}) piercing damage at range."
]
}
],
"source": "VNPC",
"page": 8,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0008-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0008.png"
}
}
]
},
"actionTags": [
"Multiattack"
],
"damageTags": [
"P",
"P"
],
"miscTags": [
"THW",
"RW",
"RNG",
"MW",
"MLW"
],
"attachedItems": [
"javelin|phb",
"spear|phb"
]
},
{
"name": "Defender",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 19,
"from": [
"splint",
"shield"
]
}
],
"hp": {
"average": 39,
"formula": "6d8 + 12"
},
"speed": {
"walk": 30
},
"str": 14,
"dex": 10,
"con": 14,
"int": 10,
"wis": 10,
"cha": 9,
"passive": 10,
"languages": [
"any one language (usually common)"
],
"languageTags": [
"X"
],
"cr": "1",
"action": [
{
"name": "Warhammer",
"entries": [
"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}6 (108 + 2) bludgeoning damage, or 7 (1d10 +2) bludgeoning damage if used with two hands to make a melee attack."
]
},
{
"name": "Javelin",
"entries": [
"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage in melee, or 5 ({@damage 1d6 + 2}) piercing damage at range"
]
},
{
"name": "Goading Attack {@recharge 5}",
"entries": [
"The defender makes an attack which, if it hits, imposes disadvantage on the target if it attacks any creature but the defender. The defender's attack also deals an additional 4 ({@damage 1d8}) damage."
]
}
],
"reaction": [
{
"name": "Block",
"entries": [
"The defender adds +2 AC against an attack that would normally hit it To do so, the defender must see the attacker and be wielding a shield."
]
}
],
"source": "VNPC",
"page": 9,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0009-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0009.png"
}
}
]
},
"damageTags": [
"B",
"P"
],
"miscTags": [
"MW",
"THW",
"RW",
"RNG",
"MLW"
],
"attachedItems": [
"javelin|phb",
"warhammer|phb"
]
},
{
"name": "Duelist",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 15
}
],
"hp": {
"average": 22,
"formula": "4d8 + 4"
},
"speed": {
"walk": 30
},
"str": 11,
"dex": 16,
"con": 12,
"int": 12,
"wis": 12,
"cha": 14,
"skill": {
"perception": "+3"
},
"passive": 13,
"languages": [
"any one language (usually common)"
],
"languageTags": [
"X"
],
"cr": "1",
"action": [
{
"name": "Multiattack",
"entries": [
"The duelist makes two rapier attacks"
]
},
{
"name": "Rapier",
"entries": [
"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d8 + 3}) piercing damage."
]
},
{
"name": "Suave Defense",
"entries": [
"While the duelist is wearing light armor or no armor and is not wielding a shield, its AC includes its Charisma modifier."
]
}
],
"reaction": [
{
"name": "Parry",
"entries": [
"The duelist adds +2 AC against an attack that would normally hit it. To do so, the duelist must see the attacker and be wielding a melee weapon."
]
}
],
"source": "VNPC",
"page": 9,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0010-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0010.png"
}
}
]
},
"actionTags": [
"Multiattack",
"Parry"
],
"damageTags": [
"P"
],
"miscTags": [
"MW",
"MLW"
],
"attachedItems": [
"rapier|phb"
]
},
{
"name": "Eternal Hunter",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 17,
"from": [
"studded leather"
]
}
],
"hp": {
"average": 97,
"formula": "15d8 + 30"
},
"speed": {
"walk": 30
},
"str": 14,
"dex": 20,
"con": 14,
"int": 14,
"wis": 18,
"cha": 12,
"save": {
"dex": "+8",
"int": "+5",
"cha": "+4"
},
"skill": {
"acrobatics": "+8",
"athletics": "+5",
"nature": "+5",
"perception": "+7",
"stealth": "+8",
"survival": "+7"
},
"passive": 17,
"languages": [
"any one language (usually common)"
],
"languageTags": [
"X"
],
"cr": "7",
"trait": [
{
"name": "Ethereal Strike {@recharge 5}",
"entries": [
"In place of one of its weapon attacks, the hunter, as a bonus action, can teleport to an unoccupied space within 30 feet that it can see, and within 5 feet of a creature against which the hunter makes a shortsword attack that does an additional 13 (3d8) force damage."
]
},
{
"name": "Piercing Arrows",
"entries": [
"When the hunter hits a creature with its longbow, it can make an additional longbow attack against another creature in a straight line up to 30 feet away from the first target. The hunter's arrows are also magical and do an additional 4 (1d8) force damage (included in the attack)."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The hunter makes three weapon attacks"
]
},
{
"name": "Longbow",
"entries": [
"{@atk rw} {@hit 8} to hit, range 150/600 ft., one creature. {@h}14 ({@damage 2d8 + 5}) force damage."
]
},
{
"name": "Shortsword",
"entries": [
"{@atk mw} {@hit 8} to hit, reach 5 ft., Art by David Rapoza one creature. {@h}8 ({@damage 1d6 + 5}) piercing damage."
]
}
],
"reaction": [
{
"name": "Uncanny Dodge",
"entries": [
"The hunter halves the damage from an attack that hits it. The hunter must be able to see the attacker."
]
}
],
"source": "VNPC",
"page": 10,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0011-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0011.png"
}
}
]
},
"actionTags": [
"Multiattack"
],
"damageTags": [
"O",
"P"
],
"miscTags": [
"RW",
"RNG",
"MW",
"MLW"
],
"attachedItems": [
"longbow|phb",
"shortsword|phb"
]
},
{
"name": "Heterodox Priest",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 15,
"from": [
"breastplate"
]
}
],
"hp": {
"average": 91,
"formula": "14d8 + 28"
},
"speed": {
"walk": 30
},
"str": 16,
"dex": 12,
"con": 14,
"int": 13,
"wis": 16,
"cha": 14,
"save": {
"wis": "+6"
},
"skill": {
"religion": "+4"
},
"passive": 13,
"languages": [
"any three languages"
],
"languageTags": [
"X"
],
"cr": "5",
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"The heterodox priest is a 10th-level spelicaster. Its spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} tohit with spell attacks). The heterodox priest has the following cleric spells prepared:"
],
"ability": "wis",
"spells": {
"0": {
"spells": [
"{@spell guidance}",
"{@spell sacred flame}",
"{@spell thaumaturgy}"
]
},
"1": {
"slots": 4,
"spells": [
"{@spell command}",
"{@spell inflict wounds}",
"{@spell cure wounds}"
]
},
"2": {
"slots": 3,
"spells": [
"{@spell jury}",
"{@spell hold person}",
"{@spell spiritual weapon}"
]
}
}
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The heterodox priest makes two weapon attacks"
]
},
{
"name": "Dagger",
"entries": [
"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage in melee, or 5 ({@damage 1d4 + 3}) piercing damage at range"
]
},
{
"name": "Morningstar",
"entries": [
"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d8 + 3}) piercing damage."
]
}
],
"source": "VNPC",
"page": 11,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0012-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0012.png"
}
}
]
},
"spellcastingTags": [
"CC"
],
"actionTags": [
"Multiattack"
],
"damageTags": [
"P",
"P"
],
"miscTags": [
"THW",
"RW",
"RNG",
"MW",
"MLW"
],
"damageTagsSpell": [
"N",
"O",
"R"
],
"attachedItems": [
"dagger|phb",
"morningstar|phb"
],
"savingThrowForcedSpell": [
"dexterity",
"wisdom"
]
},
{
"name": "Honor-Bound Fighter",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 17,
"from": [
"splint"
]
}
],
"hp": {
"average": 78,
"formula": "12d8 + 24"
},
"speed": {
"walk": 30
},
"str": 16,
"dex": 14,
"con": 15,
"int": 13,
"wis": 15,
"cha": 14,
"save": {
"cha": "+5",
"str": "+6",
"wis": "+5"
},
"skill": {
"athletics": "+6"
},
"passive": 12,
"languages": [
"any one language (usually common)"
],
"languageTags": [
"X"
],
"cr": "5",
"trait": [
{
"name": "Death Before Dishonor",
"entries": [
"The honor-bound fighter has advantage on saving throws against being charmed or frightened"
]
},
{
"name": "Still Standing",
"entries": [
"While it has 20 hit points or fewer, the fighter has advantage on attack rolls."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The fighter makes three weapon attacks."
]
},
{
"name": "Greatsword",
"entries": [
"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}10 ({@damage 2d6 + 3}) slashing damage."
]
},
{
"name": "Longbow",
"entries": [
"{@atk rw} {@hit 6} to hit, range 150/600 ft one creature. {@h}7 ({@damage 1d8 + 3}) piercing damage."
]
}
],
"source": "VNPC",
"page": 11,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0013-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0013.png"
}
}
]
},
"actionTags": [
"Multiattack"
],
"damageTags": [
"S",
"P"
],
"miscTags": [
"MW",
"RW",
"RNG",
"MLW"
],
"attachedItems": [
"greatsword|phb",
"longbow|phb"
]
},
{
"name": "Inquisitor",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 16,
"from": [
"studded leather"
]
}
],
"hp": {
"average": 104,
"formula": "16d8 + 32"
},
"speed": {
"walk": 30
},
"str": 14,
"dex": 18,
"con": 14,
"int": 15,
"wis": 16,
"cha": 14,
"save": {
"wis": "+6"
},
"skill": {
"insight": "+6",
"intimidation": "+5",
"investigation": "+5"
},
"passive": 16,
"languages": [
"any two languages"
],
"languageTags": [
"X"
],
"cr": "5",
"trait": [
{
"name": "Stern Resolve",
"entries": [
"The inquisitor has advantage on saving throws against being charmed or frightened"
]
}
],
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"The inquisitor is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The inquisitor has the following cleric spells prepared:"
],
"ability": "wis",
"spells": {
"0": {
"spells": [
"{@spell guidance}",
"{@spell thaumaturgy}"
]
},
"1": {
"slots": 4,
"spells": [
"{@spell bane}",
"{@spell detect evil and good}",
"{@spell protection from evil and good}"
]
},
"2": {
"slots": 3,
"spells": [
"{@spell hold person}",
"{@spell lesser restoration}",
"{@spell zone of truth}"
]
}
}
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The inquisitor makes three melee attacks or two ranged attacks. The inquisitor ignores the loading quality on the hand crossbow."
]
},
{
"name": "Crossbow, hand",
"entries": [
"{@atk rw} {@hit 7} to hit, range 30/120 ft., one creature. {@h}7 ({@damage 1d6 + 4}) piercing damage, plus 3 ({@damage 1d6}) fire damage."
]
},
{
"name": "Dagger",
"entries": [
"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}6 ({@damage 1d4 + 4}) piercing damage in melee, or 6 ({@damage 1d4 + 4}) piercing damage at range."
]
},
{
"name": "Rapier",
"entries": [
"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d8 + 4}) piercing damage."
]
}
],
"reaction": [
{
"name": "Parry",
"entries": [
"The inquisitor adds +3 AC against an attack that would normally hit it. To do so, the inquisitor must see the attacker and be wielding a melee weapon."
]
}
],
"source": "VNPC",
"page": 12,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0014-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0014.png"
}
}
]
},
"spellcastingTags": [
"CC"
],
"actionTags": [
"Multiattack",
"Parry"
],
"damageTags": [
"F",
"P",
"P",
"P"
],
"miscTags": [
"RW",
"RNG",
"THW",
"MW",
"MLW"
],
"attachedItems": [
"dagger|phb",
"rapier|phb"
],
"savingThrowForcedSpell": [
"charisma",
"wisdom"
]
},
{
"name": "Journeyman Mage",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
12,
{
"ac": 15,
"condition": "with {@spell mage armor}",
"braces": true
}
],
"hp": {
"average": 31,
"formula": "7d8 + 0"
},
"speed": {
"walk": 30
},
"str": 10,
"dex": 14,
"con": 11,
"int": 16,
"wis": 12,
"cha": 11,
"skill": {
"arcana": "+5"
},
"passive": 11,
"languages": [
"any three languages"
],
"languageTags": [
"X"
],
"cr": "3",
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"The journeyman mage is a Sth-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The journeyman wizard has the following wizard spells prepared:"
],
"ability": "int",
"spells": {
"0": {
"spells": [
"{@spell minor illusion}",
"{@spell fire bolt}",
"{@spell mending}"
]
},
"1": {
"slots": 4,
"spells": [
"{@spell mage armor}*",
"{@spell jump}",
"{@spell shield}"
]
},
"2": {
"slots": 3,
"spells": [
"{@spell alter self}",
"{@spell aganzzar's scorcher}"
]
}
},
"footerEntries": [
"*The wizard casts these spells on itself before combat."
]
}
],
"action": [
{
"name": "Quarterstaff",
"entries": [
"{@atk mw} {@hit 0} to hit, reach 5 ft., one creature. {@h}3 ({@damage 1d6}) bludgeoning damage."
]
}
],
"source": "VNPC",
"page": 13,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0015-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0015.png"
}
}
]
},
"spellcastingTags": [
"CW"
],
"damageTags": [
"B"
],
"miscTags": [
"MW",
"MLW"
],
"damageTagsSpell": [
"B",
"F",
"P",
"S"
],
"attachedItems": [
"quarterstaff|phb"
]
},
{
"name": "Martial Commander",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 19,
"from": [
"half plate",
"shield"
]
}
],
"hp": {
"average": 78,
"formula": "12d8 + 24"
},
"speed": {
"walk": 30
},
"str": 16,
"dex": 14,
"con": 14,
"int": 12,
"wis": 12,
"cha": 14,
"skill": {
"intimidation": "+4",
"athletics": "+5"
},
"passive": 11,
"languages": [
"any two languages"
],
"languageTags": [
"X"
],
"cr": "4",
"action": [
{
"name": "Multiattack",
"entries": [
"The martial commander makes three longsword or two javelin attacks"
]
},
{
"name": "Leadership (Recharges after a Short or Long rest)",
"entries": [
"For 1 minute, the martial commander can utter a special command or warning whenever a non hostile creature that it can see within 30 feet of it makes an attack roll or saving throw. The creature can add a d4 to its roll provided it can hear and understand the commander. A creature can benefit from only one Leadership die at a time. This effect ends if the commander is incapacitated."
]
},
{
"name": "Longsword",
"entries": [
"{@atk mw} {@hit 5} to hit. reach 5 ft., one creature. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands to make a melee attack."
]
},
{
"name": "Javelin",
"entries": [
"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one creature. {@h}6 ({@damage 1d6 + 3}) piercing damage in melee, or 6 ({@damage 1d6 + 3}) piercing damage at range."
]
}
],
"reaction": [
{
"name": "Parry",
"entries": [
"The martial commander adds +2 AC against an attack that would normally hit it. To do so, the commander must see the attacker and be wielding a melee weapon."
]
}
],
"source": "VNPC",
"page": 13,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0016-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0016.png"
}
}
]
},
"actionTags": [
"Multiattack",
"Parry"
],
"damageTags": [
"S",
"P"
],
"miscTags": [
"MW",
"THW",
"RW",
"RNG",
"MLW"
],
"attachedItems": [
"javelin|phb",
"longsword|phb"
]
},
{
"name": "Master Swordsman",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"ac": [
{
"ac": 17,
"from": [
"studded leather"
]
}
],
"hp": {
"average": 121,
"formula": "22d8 + 22"
},
"speed": {
"walk": 30
},
"str": 14,
"dex": 20,
"con": 12,
"int": 14,
"wis": 14,
"cha": 14,
"skill": {
"acrobatics": "+8",
"insight": "+5",
"perception": "+5",
"persuasion": "+5",
"sleight of hand": "+8"
},
"passive": 15,
"languages": [
"any two languages"
],
"languageTags": [
"X"
],
"cr": "7",
"trait": [
{
"name": "Cold Steel",
"entries": [
"The master swordsman gains +1 to its damage with its longsword while wielding it and no other weapon or shield (included in the attack)."
]
},
{
"name": "Form over Force",
"entries": [
"The master swordsman can use its Dexterity score when making attacks with its longsword."
]
},
{
"name": "Hard Target {@recharge 5}",
"entries": [
"The master swordsman can take the Dodge action as a bonus action."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The Master Swordsman makes three longsword attacks"
]
},
{
"name": "Longsword",
"entries": [
"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. Hit· 10 (1 dB+ 6) slashing damage, or 11 ({@damage 1d10 + 6}) slashing damage if used with two hands to make a melee attack."
]
}
],
"reaction": [
{
"name": "Parry",
"entries": [
"The master swordsman adds +3 AC against an attack that would normally hit it. To do so, the master swordsman must see the attacker and be wielding a me lee weapon."
]
},
{
"name": "Riposte (Recharge 5 ·6)",
"entries": [
"The master swordsman makes a weapon attack against a creature that missed it with a melee attack."
]
}
],
"source": "VNPC",
"page": 14,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0017-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0017.png"
}
}
]
},
"actionTags": [
"Multiattack",
"Parry"
],
"damageTags": [
"S"
],
"miscTags": [
"MW",
"MLW"
],
"attachedItems": [
"longsword|phb"
]
},
{
"name": "Mystic",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"ac": [
12,
{
"ac": 15,
"condition": "with {@spell mage armor}",
"braces": true
}
],
"hp": {
"average": 54,
"formula": "12d8 + 0"
},
"speed": {
"walk": 30
},
"str": 10,
"dex": 14,
"con": 10,
"int": 16,
"wis": 16,
"cha": 9,
"save": {
"int": "+6",
"wis": "+6"
},
"skill": {
"arcana": "+6",
"insight": "+6"
},
"passive": 13,
"languages": [
"any three languages"
],
"languageTags": [
"X"
],
"cr": "3",
"spellcasting": [
{
"name": "Spellcasting/Psionics",
"headerEntries": [
"The mystic is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). Many mystics practice psionics. Such mystics require no verbal, somatic, or material requirements for their abilities. In either case, the mystic effectively has the following wizard spells prepared:"
],
"ability": "int",
"spells": {
"0": {
"spells": [
"{@spell friends}",
"{@spell message}",
"{@spell thunderclap}"
]
},
"1": {
"slots": 4,
"spells": [
"{@spell charm person}",
"{@spell disguise self}",
"{@spell mage armor}*"
]
},
"2": {
"slots": 3,
"spells": [
"{@spell blur}*",
"{@spell detect thoughts}",
"{@spell locate object}"
]
}
},
"footerEntries": [
"*The mystic casts these spells on itself before combat."
]
}
],
"trait": [
{
"name": "Strength of Mind (Recharges after a Short or Long Rest)",
"entries": [
"If the mystic is required to make a saving throw it is not proficient in, it may use its Wisdom save modifiers instead."
]
},
{
"name": "Dagger",
"entries": [
"Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage in melee, or 4 (1d4 + 2) piercing damage at range."
]
}
],
"source": "VNPC",
"page": 14,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0018-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0018.png"
}
}
]
},
"spellcastingTags": [
"I",
"P",
"CW"
],
"savingThrowForcedSpell": [
"wisdom"
],
"miscTags": [
"MLW"
]
},
{
"name": "Ninja",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 17
}
],
"hp": {
"average": 65,
"formula": "10d8 + 20"
},
"speed": {
"walk": 40
},
"str": 12,
"dex": 18,
"con": 14,
"int": 12,
"wis": 16,
"cha": 10,
"save": {
"dex": "+10",
"wis": "+6"
},
"skill": {
"acrobatics": "+7",
"deception": "+3",
"sleight of hand": "+7",
"stealth": "+7"
},
"passive": 13,
"languages": [
"any one language (usually common)"
],
"languageTags": [
"X"
],
"cr": "6",
"trait": [
{
"name": "Evasion",
"entries": [
"If the ninja is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the ninja instead takes no damage if it succeeds on the saving throw, and only half damage if it fails"
]
},
{
"name": "Shadow Stealth",
"entries": [
"While in dim light or darkness, the ninja can take the Hide action as a bonus action"
]
},
{
"name": "Unarmored Defense",
"entries": [
"While the ninja is wearing no armor and wielding no shield, its AC includes its Wisdom modifier"
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The ninja makes two weapon attacks."
]
},
{
"name": "Shortsword",
"entries": [
"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d6 + 4}) piercing damage, plus 7 ({@damage 2d6}) poison damage."
]
},
{
"name": "Dart",
"entries": [
"{@atk rw} {@hit 7} to hit, range 20/60 ft., one creature. {@h}6 ({@damage 1d4 + 4}) piercing damage, plus 7 ({@damage 2d6}) poison"
]
},
{
"name": "Smoke Bomb (1/Day)",
"entries": [
"The ninja throws a smoke bomb at a point up 60 feet away. The area within a 5-foot radius of the impact immediately becomes heavily obscured. A moderate wind (at least 10 miles per hour) disperses the smoke in4 rounds; a strong wind (20 or more miles per hour) disperses itin one round. Otherwise, the smoke dissipates after 1 minute."
]
}
],
"reaction": [
{
"name": "Deflect Missile",
"entries": [
"In response to being hit by a ranged weapon, the ninja deflects the missile. The damage it takes from the attack is reduced by 1d10 + 4. If the damage is reduced to 0, the ninja catches the missile if its small enough to hold in one hand and the ninja has a free hand."
]
}
],
"source": "VNPC",
"page": 15,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0019-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0019.png"
}
}
]
},
"actionTags": [
"Multiattack"
],
"damageTags": [
"P",
"I",
"P"
],
"miscTags": [
"MW",
"RW",
"RNG",
"AOE",
"THW",
"MLW"
],
"attachedItems": [
"dart|phb",
"shortsword|phb"
]
},
{
"name": "Outland Veteran",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 15,
"from": [
"hide",
"shield"
]
}
],
"hp": {
"average": 58,
"formula": "9d8 + 18"
},
"speed": {
"walk": 30
},
"str": 14,
"dex": 12,
"con": 15,
"int": 9,
"wis": 12,
"cha": 9,
"passive": 11,
"languages": [
"any one language (usually common)"
],
"languageTags": [
"X"
],
"cr": "2",
"trait": [
{
"name": "Ferocious Attacks",
"entries": [
"The veteran rolls two damage dice for its weapon attacks (included by default in the attack description)."
]
},
{
"name": "Pack Tactics",
"entries": [
"The veteran has advantage on an attack roll against a creature if at least one of the veteran's allies is within 5 feet of the creature and the ally isn't incapacitated,"
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The veteran makes two weapon attacks."
]
},
{
"name": "Handaxe",
"entries": [
"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}9 ({@damage 2d6 + 2}) slashing damage in melee, or 9 ({@damage 2d6 + 2}) slashing damage at range."
]
},
{
"name": "Spear",
"entries": [
"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft, one creature. {@h}9 ({@damage 2d6 + 2}) piercing damage in melee, or 9 ({@damage 2d6 + 2}) piercing damage at range, or 11 ({@damage 2d8 + 2}) piercing damage if used with two hands to make a melee attack"
]
}
],
"source": "VNPC",
"page": 16,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0020-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0020.png"
}
}
]
},
"traitTags": [
"Pack Tactics"
],
"actionTags": [
"Multiattack"
],
"damageTags": [
"S",
"P"
],
"miscTags": [
"THW",
"RW",
"RNG",
"MW",
"MLW"
],
"attachedItems": [
"handaxe|phb",
"spear|phb"
]
},
{
"name": "Overseer",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 15,
"from": [
"studded leather"
]
}
],
"hp": {
"average": 52,
"formula": "8d8 + 16"
},
"speed": {
"walk": 30
},
"str": 12,
"dex": 16,
"con": 14,
"int": 12,
"wis": 15,
"cha": 14,
"skill": {
"insight": "+4",
"intimidation": "+4"
},
"passive": 12,
"languages": [
"any one language (usually common)"
],
"languageTags": [
"X"
],
"cr": "2",
"trait": [
{
"name": "Intimidating Glare",
"entries": [
"As a bonus action, the overseer can direct its gaze at a creature it can see. The creature must make a DC 13 Wisdom saving throw or be frightened for 1 minute. The creature may repeat this saving throw at the end of each of its turns. On a success, the creature is immune to the overseer's glare for 24 hours."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The overseer makes three melee weapon attacks, or one sleep dart attack"
]
},
{
"name": "Leadership (Recharges after a Short or Long rest)",
"entries": [
"For 1 minute, the overseer can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or saving throw. The creature can add a de to its roll provided it Art by can hear and understand the overseer. A creature can benefit from only one Leadership Grafit Studio die ata time. This effect ends if the overseer is incapacitated"
]
},
{
"name": "Scimitar",
"entries": [
"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) slashing damage."
]
},
{
"name": "Whip (optional)",
"entries": [
"{@atk mw} {@hit 5} to hit, reach 10 ft., one creature. {@h}5 ({@damage 1d4 + 3}) slashing damage"
]
},
{
"name": "Sleep Dart",
"entries": [
"{@atk rw} {@hit 5} to hit, range 20/60 ft., one creature. {@h}4 1 piercing damage. The targeted creature must succeed on a DC 12 Constitution saving throw or fall asleep for 1 minute. The target awakens if it takes damage or another creature takes another action to wake it. This attack has no effect on constructs or undead."
]
}
],
"source": "VNPC",
"page": 16,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0021-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0021.png"
}
}
]
},
"actionTags": [
"Multiattack"
],
"damageTags": [
"S",
"S",
"P"
],
"miscTags": [
"MW",
"RW",
"RNG",
"RCH",
"THW",
"MLW"
],
"attachedItems": [
"scimitar|phb",
"whip|phb"
]
},
{
"name": "Paladin",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 20,
"from": [
"plate",
"shield"
]
}
],
"hp": {
"average": 71,
"formula": "11d8 + 22"
},
"speed": {
"walk": 30
},
"str": 16,
"dex": 12,
"con": 14,
"int": 11,
"wis": 12,
"cha": 16,
"skill": {
"animal handling": "+4",
"religion": "+3"
},
"passive": 11,
"languages": [
"any one language (usually common)"
],
"languageTags": [
"X"
],
"cr": "5",
"trait": [
{
"name": "Divine Sense (4/day)",
"entries": [
"Until the end of its next turn, the paladin knows the location of any celestial, fiend or undead within 60 feet that is not behind total cover."
]
},
{
"name": "Lay on Hands",
"entries": [
"As an action, the paladin can touch a creature and draw from its pool of 25 hit points to restore a number of hit points to that creature, up to the maximum remaining in its pool. The paladin can, alternatively, can expend 5 hit points from its pool of healing to cure the target of one disease or neutralize one poison affecting it. It can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points seperately for each one. This feature has no effect on undead or constructs."
]
},
{
"name": "Sacred Weapon (1/day)",
"entries": [
"For 1 minute, the paladin adds its +3 to attack rolls made with its longsword. The longsword also emites a bright light in a 20-foot radius, and dim light 20 feet beyond that. The weapon attacks are considered magical."
]
}
],
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"The paladin is a 4th-level spelicaster. Its spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The paladin has the following paladin spells prepared:"
],
"ability": "cha",
"spells": {
"1": {
"slots": 4,
"spells": [
"{@spell compelled duel}",
"{@spell protection from evil and good}",
"{@spell shield of faith}"
]
},
"2": {
"slots": 2,
"spells": [
"{@spell lesser restoration}",
"{@spell zone of truth}"
]
}
}
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The paladin makes two longsword attacks"
]
},
{
"name": "Longsword",
"entries": [
"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands to make a melee attack, plus 4 ({@damage 1d8}) radiant damage."
]
}
],
"source": "VNPC",
"page": 17,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0022-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0022.png"
}
}
]
},
"spellcastingTags": [
"CP"
],
"actionTags": [
"Multiattack"
],
"damageTags": [
"R",
"S"
],
"miscTags": [
"MW",
"AOE",
"MLW"
],
"attachedItems": [
"longsword|phb"
],
"savingThrowForcedSpell": [
"charisma",
"wisdom"
]
},
{
"name": "Performer",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 16,
"from": [
"studded leather"
]
}
],
"hp": {
"average": 44,
"formula": "8d8 + 8"
},
"speed": {
"walk": 30
},
"str": 12,
"dex": 18,
"con": 12,
"int": 12,
"wis": 14,
"cha": 16,
"save": {
"dex": "+6"
},
"skill": {
"acrobatics": "+6",
"performance": "+7",
"sleight of hand": "+6",
"stealth": "+6"
},
"passive": 12,
"languages": [
"any one language (usually common)"
],
"languageTags": [
"X"
],
"cr": "3",
"trait": [
{
"name": "Evasion",
"entries": [
"If the performer is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the performer instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."
]
},
{
"name": "Light-footed",
"entries": [
"The performer can take the Dash or Disengage action as a bonus action."
]
},
{
"name": "Sneak Attack (1/turn)",
"entries": [
"The performer deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the performer that incapacitated and the performer doesn't have disadvantage on the attack roll."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Makes three melee or ranged weapon attacks."
]
},
{
"name": "Fire Breath {@recharge 5}; optional",
"entries": [
"Creatures within a 15-foot cone of the performer must make a DC 14 Dexterity saving throw, taking 4d6fire damage on failed save, or half as much on a successful one."
]
},
{
"name": "Dagger",
"entries": [
"{@atk mw,rw} {@hit 6} to hit. reach S ft. or range 20/60 ft., one creature. {@h}6 ({@damage 1d4 + 4}) piercing damage in melee, or 6 ({@damage 1d4 + 4}) piercing damage at range."
]
},
{
"name": "Whip",
"entries": [
"{@atk mw} {@hit 6} to hit. reach 10 ft., one creature. {@h}6 ({@damage 1d4 + 4}) slashing damage."
]
}
],
"source": "VNPC",
"page": 18,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0023-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0023.png"
}
}
]
},
"actionTags": [
"Breath Weapon",
"Multiattack"
],
"damageTags": [
"F",
"P",
"S"
],
"miscTags": [
"THW",
"RW",
"RNG",
"MW",
"AOE",
"RCH",
"MLW"
],
"traitTags": [
"Sneak Attack"
],
"attachedItems": [
"dagger|phb",
"whip|phb"
]
},
{
"name": "Relentless Fighter",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"ac": [
{
"ac": 16,
"from": [
"chain shirt",
"shield"
]
}
],
"hp": {
"average": 37,
"formula": "5d8 + 15"
},
"speed": {
"walk": 30
},
"str": 15,
"dex": 13,
"con": 16,
"int": 10,
"wis": 11,
"cha": 10,
"save": {
"con": "+5"
},
"skill": {
"athletics": "+4"
},
"passive": 10,
"languages": [
"any one language (usually common)"
],
"languageTags": [
"X"
],
"cr": "1",
"trait": [
{
"name": "Warrior's Fortitude",
"entries": [
"If damage reduces the relentless fighter to O hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the relentless fighter drops to 1 hit point instead."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The fighter makes two weapon attacks."
]
},
{
"name": "Battleaxe",
"entries": [
"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ( 1 dl O + 2) slashing damage if used with two hands to make a melee attack."
]
},
{
"name": "Javelin",
"entries": [
"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage in melee, or 5 ({@damage 1d6 + 2}) piercing damage at range."
]
}
],
"source": "VNPC",
"page": 18,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0024-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0024.png"
}
}
]
},
"actionTags": [
"Multiattack"
],
"damageTags": [
"S",
"P"
],
"miscTags": [
"MW",
"THW",
"RW",
"RNG",
"MLW"
],
"attachedItems": [
"battleaxe|phb",
"javelin|phb"
]
},
{
"name": "Rugged Warrior",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 16,
"from": [
"chain shirt",
"shield"
]
}
],
"hp": {
"average": 19,
"formula": "3d8 + 6"
},
"speed": {
"walk": 30
},
"str": 14,
"dex": 12,
"con": 14,
"int": 9,
"wis": 12,
"cha": 9,
"skill": {
"survival": "+3"
},
"passive": 11,
"languages": [
"any one language (usually common)"
],
"languageTags": [
"X"
],
"cr": "1/2",
"trait": [
{
"name": "Defensive Formation",
"entries": [
"The warrior gains a +2 bonus to its AC if at least one of the warrior's allies with a shield is within 5 feet of the the warrior and the ally isn't incapacitated."
]
}
],
"action": [
{
"name": "Battleaxe",
"entries": [
"Me/ee Weapon Attack: {@hit 4} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands to make a melee attack."
]
},
{
"name": "Shortbow",
"entries": [
"{@atk rw} {@hit 4} to hit, range 80/320 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage."
]
}
],
"source": "VNPC",
"page": 19,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0025-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0025.png"
}
}
]
},
"damageTags": [
"S",
"P"
],
"miscTags": [
"RW",
"RNG",
"MLW"
],
"attachedItems": [
"battleaxe|phb",
"shortbow|phb"
]
},
{
"name": "Ruler-Warrior",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 18,
"from": [
"plate"
]
}
],
"hp": {
"average": 149,
"formula": "23d8 + 46"
},
"speed": {
"walk": 30
},
"str": 16,
"dex": 14,
"con": 14,
"int": 14,
"wis": 14,
"cha": 16,
"save": {
"cha": "+6"
},
"skill": {
"history": "+5",
"insight": "+5",
"intimidation": "+6",
"persuasion": "+6"
},
"passive": 12,
"languages": [
"any two languages"
],
"languageTags": [
"X"
],
"cr": "7",
"trait": [
{
"name": "Brave",
"entries": [
"The ruler-warrior has advantage on saving throws against being frightened. Aura of Courage. Allied creatures that are within 30 and can see or hear the rulerwarrior have advantage on saving throws against being frightened Ferocious Attacks. The ruler-warrior rolls double damage dice for its weapon attacks (included in the weapon attack descriptions)."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The ruler-warrior makes three longsword attacks or two heavy crossbow attacks (the ruler-warrior ignores the Loading quality)."
]
},
{
"name": "Longsword",
"entries": [
"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}12 ({@damage 2d8 + 3}) slashing damage, or 14 ({@damage 2d10 + 3}) slashing damage if used with two hands to make a melee attack."
]
},
{
"name": "Crossbow, heavy",
"entries": [
"{@atk rw} {@hit 6} to hit, range 100/400 ft., one creature. {@h}14 ({@damage 2d10 + 3}) piercing damage."
]
}
],
"reaction": [
{
"name": "Parry",
"entries": [
"The ruler-warrior adds +3 AC against an attack that would normally hit it. To do so, the ruler-warrior must see the attacker and be wielding a melee weapon."
]
}
],
"source": "VNPC",
"page": 19,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0026-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0026.png"
}
}
]
},
"actionTags": [
"Multiattack",
"Parry"
],
"damageTags": [
"S",
"P"
],
"miscTags": [
"MW",
"RW",
"RNG",
"MLW"
],
"attachedItems": [
"longsword|phb"
]
},
{
"name": "Scholar",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 10
}
],
"hp": {
"average": 9,
"formula": "2d8 + 0"
},
"speed": {
"walk": 30
},
"str": 9,
"dex": 10,
"con": 10,
"int": 16,
"wis": 12,
"cha": 12,
"save": {
"int": "+5"
},
"skill": {
"arcana": "+6",
"history": "+6"
},
"passive": 11,
"languages": [
"any three languages"
],
"languageTags": [
"X"
],
"cr": "1/8",
"trait": [
{
"name": "Faint-Hearted",
"entries": [
"If a creature makes an attack on the scholar, and the scholar is not incapacitated, it can move 10 feet away from the attacker as a reaction, not provoking attacks of opportunity."
]
}
],
"action": [
{
"name": "Dagger",
"entries": [
"{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}2 (104) piercing damage in melee, or 2 ({@damage 1d4}) piercing damage at range."
]
}
],
"source": "VNPC",
"page": 20,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0027-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0027.png"
}
}
]
},
"damageTags": [
"P"
],
"miscTags": [
"THW",
"RW",
"RNG",
"MW",
"MLW"
],
"attachedItems": [
"dagger|phb"
]
},
{
"name": "Scoundrel",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 13,
"from": [
"leather"
]
}
],
"hp": {
"average": 9,
"formula": "2d8 + 0"
},
"speed": {
"walk": 30
},
"str": 10,
"dex": 14,
"con": 10,
"int": 10,
"wis": 10,
"cha": 14,
"skill": {
"deception": "+4",
"persuasion": "+4",
"sleight of hand": "+4",
"stealth": "+4"
},
"passive": 10,
"languages": [
"any one language (usually common)"
],
"languageTags": [
"X"
],
"cr": "1/4",
"trait": [
{
"name": "Suprise Attack",
"entries": [
"If the scoundrel surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 3 (1d6) damage from the attack."
]
}
],
"action": [
{
"name": "Dagger",
"entries": [
"{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage in melee, or 4 (1d4 +2) piercing damage at range."
]
}
],
"source": "VNPC",
"page": 20,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0028-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0028.png"
}
}
]
},
"damageTags": [
"P"
],
"miscTags": [
"THW",
"RW",
"RNG",
"MW",
"MLW"
],
"attachedItems": [
"dagger|phb"
]
},
{
"name": "Seasoned Hunter",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 15,
"from": [
"studded leather"
]
}
],
"hp": {
"average": 55,
"formula": "10d8 + 10"
},
"speed": {
"walk": 30
},
"str": 14,
"dex": 16,
"con": 12,
"int": 12,
"wis": 16,
"cha": 11,
"save": {
"dex": "+6"
},
"skill": {
"acrobatics": "+6",
"nature": "+4",
"perception": "+6",
"survival": "+9"
},
"passive": 16,
"languages": [
"any two languages"
],
"languageTags": [
"X"
],
"cr": "3",
"trait": [
{
"name": "Ambusher",
"entries": [
"The seasoned hunter has advantage on attack rolls against any creature it has surprised."
]
},
{
"name": "Evasion",
"entries": [
"If the seasoned hunter is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the seasoned hunter instead takes no damage if it succeeds on the• saving throw, and only half damage if it fails."
]
},
{
"name": "Evasive Fire",
"entries": [
"As a bonus action, the seasoned hunter may move up to half of its movement away from its target immediately after making an attack. This does not provoke an attack of opportunity from the target if it is within 5 feet. but it still has disadvantage, on Evasive Attacks made with ranged weapons against enemies within 5 feet."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The seasoned hunter makes two ranged or three shorsword attacks"
]
},
{
"name": "Shortsword",
"entries": [
"{@atk mw} {@hit 5} to hit. reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) piercing damage."
]
},
{
"name": "Longbow",
"entries": [
"{@atk rw} {@hit 5} to hit. range 150/600 ft., one creature. {@h}7 ({@damage 1d8 + 3}) piercing damage, plus 3 ({@damage 1d6}) poison damage."
]
}
],
"source": "VNPC",
"page": 21,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0029-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0029.png"
}
}
]
},
"traitTags": [
"Ambusher"
],
"actionTags": [
"Multiattack"
],
"damageTags": [
"P",
"P",
"I"
],
"miscTags": [
"MW",
"RW",
"RNG",
"MLW"
],
"attachedItems": [
"longbow|phb",
"shortsword|phb"
]
},
{
"name": "Shaman",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 12
}
],
"hp": {
"average": 52,
"formula": "8d8 + 16"
},
"speed": {
"walk": 30
},
"str": 4,
"dex": 12,
"con": 14,
"int": 14,
"wis": 16,
"cha": 12,
"skill": {
"nature": "+4",
"perception": "+5",
"survival": "+5",
"medicine": "+5"
},
"passive": 15,
"languages": [
"any two languages"
],
"languageTags": [
"X"
],
"cr": "3",
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"The shaman is a 9th-level spelicaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The shaman has the following druid spells prepared:"
],
"ability": "wis",
"spells": {
"0": {
"spells": [
"{@spell druidcraft}",
"{@spell shillelagh}",
"{@spell produce flame}"
]
},
"1": {
"slots": 4,
"spells": [
"{@spell absorb elements}",
"{@spell cure wounds}",
"{@spell fog cloud}"
]
},
"2": {
"slots": 3,
"spells": [
"{@spell barkskin}",
"{@spell lesser restoration}",
"{@spell locate object}"
]
}
}
}
],
"action": [
{
"name": "Quarterstaff",
"entries": [
"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage if using two hands or shilleglah."
]
}
],
"source": "VNPC",
"page": 22,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0030-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0030.png"
}
}
]
},
"spellcastingTags": [
"CD"
],
"damageTags": [
"B"
],
"miscTags": [
"MW",
"MLW"
],
"damageTagsSpell": [
"F"
],
"attachedItems": [
"quarterstaff|phb"
]
},
{
"name": "Slayer",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 16,
"from": [
"none"
]
}
],
"hp": {
"average": 161,
"formula": "19d8 + 76"
},
"speed": {
"walk": 30
},
"str": 18,
"dex": 14,
"con": 18,
"int": 10,
"wis": 14,
"cha": 8,
"save": {
"str": "+7",
"con": "+7"
},
"skill": {
"athletics": "+7"
},
"passive": 12,
"languages": [
"any one language (usually common)"
],
"languageTags": [
"X"
],
"cr": "7",
"trait": [
{
"name": "Brute",
"entries": [
"A melee weapon deals one extra die of its damage when the slayer hits with it (included in the attack)."
]
},
{
"name": "Reckless",
"entries": [
"At the start of its turn, the slayer can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn."
]
},
{
"name": "Unarmored Defense",
"entries": [
"While the slayer is wearing no armor, its AC includes its Constitution modifier."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The slayer makes three weapon attacks, one with its battleaxe and two with its handaxe(s)."
]
},
{
"name": "Battleaxe",
"entries": [
"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}13 ({@damage 2d8 + 4}) slashing damage, or 15 ({@damage 2d10 + 4}) slashing damage if used with two hands to make a melee attack."
]
},
{
"name": "Handaxe",
"entries": [
"{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}11 ({@damage 2d6 + 4}) slashing damage in melee, or 11 ({@damage 2d6 + 4}) slashing damage at range."
]
}
],
"reaction": [
{
"name": "Unbridled Fury {@recharge 4}",
"entries": [
"In response to being hit by a melee attack, the slayer can make a battleaxe attack against a creature within 5 feet."
]
}
],
"source": "VNPC",
"page": 23,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0031-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0031.png"
}
}
]
},
"traitTags": [
"Brute",
"Reckless"
],
"actionTags": [
"Multiattack"
],
"damageTags": [
"S",
"S"
],
"miscTags": [
"MW",
"THW",
"RW",
"RNG",
"MLW"
],
"attachedItems": [
"battleaxe|phb",
"handaxe|phb"
]
},
{
"name": "Soldier",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 17,
"from": [
"breast plate",
"shield"
]
}
],
"hp": {
"average": 38,
"formula": "7d8 + 7"
},
"speed": {
"walk": 30
},
"str": 14,
"dex": 14,
"con": 12,
"int": 10,
"wis": 11,
"cha": 10,
"skill": {
"athletics": "+4"
},
"passive": 10,
"languages": [
"any one language (usually common)"
],
"languageTags": [
"X"
],
"cr": "1",
"trait": [
{
"name": "Martial Advantage",
"entries": [
"Once per turn, the soldier can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the soldier that isn't incapacitated."
]
},
{
"name": "Longsword",
"entries": [
"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands to make a melee attack."
]
},
{
"name": "Crossbow, light",
"entries": [
"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one creature. Hit: 6 (1d8 + 2) piercing damage"
]
}
],
"source": "VNPC",
"page": 24,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0032-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0032.png"
}
}
]
},
"miscTags": [
"MLW"
]
},
{
"name": "Spellsword",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 16,
"from": [
"breastplate"
]
}
],
"hp": {
"average": 71,
"formula": "11d8 + 22"
},
"speed": {
"walk": 30
},
"str": 16,
"dex": 14,
"con": 14,
"int": 16,
"wis": 12,
"cha": 12,
"skill": {
"arcana": "+6"
},
"passive": 11,
"languages": [
"any two languages"
],
"languageTags": [
"X"
],
"cr": "4",
"trait": [
{
"name": "War Magic",
"entries": [
"When the spellsword uses its action to cast a cantrip or 1st- level spell, it can make an attack with its longsword as a bonus action."
]
}
],
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"The spellsword is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The spellsword has the following wizard spells prepared:"
],
"ability": "int",
"spells": {
"0": {
"spells": [
"{@spell fire bolt}",
"{@spell true strike}"
]
},
"1": {
"slots": 4,
"spells": [
"{@spell grease}",
"{@spell shield}",
"{@spell thunderwave}"
]
},
"2": {
"slots": 3,
"spells": [
"{@spell flaming sphere}",
"{@spell invisibility}"
]
}
}
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The spellsword makes two longsword attacks."
]
},
{
"name": "Longsword",
"entries": [
"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands to make a melee attack."
]
}
],
"source": "VNPC",
"page": 24,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0033-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0033.png"
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}
]
},
"spellcastingTags": [
"CW"
],
"actionTags": [
"Multiattack"
],
"damageTags": [
"S"
],
"miscTags": [
"MW",
"MLW"
],
"damageTagsSpell": [
"F",
"T"
],
"attachedItems": [
"longsword|phb"
],
"savingThrowForcedSpell": [
"constitution",
"dexterity"
]
},
{
"name": "Warchief",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 14,
"from": [
"hide"
]
}
],
"hp": {
"average": 135,
"formula": "18d8 + 54"
},
"speed": {
"walk": 30
},
"str": 16,
"dex": 14,
"con": 16,
"int": 14,
"wis": 16,
"cha": 16,
"save": {
"cha": "+6",
"wis": "+6"
},
"skill": {
"insight": "+6",
"perception": "+6"
},
"passive": 16,
"languages": [
"any two languages"
],
"languageTags": [
"X"
],
"cr": "5",
"trait": [
{
"name": "Brute",
"entries": [
"A melee weapon deals one extra die of its damage when the warchief hits with it."
]
},
{
"name": "Sweeping Attack {@recharge 5}",
"entries": [
"When the warchief makes a greataxe attack, it can make an additional greataxe attack, as a bonus action, on a creature within reach and 5 feet of the original target."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The war chief makes two weapon attacks."
]
},
{
"name": "Battle Cry (1/Day)",
"entries": [
"Each creature of the warchief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls, until the start of the warchief's next turn. The warchief can then make one attack as a bonus action."
]
},
{
"name": "Greataxe",
"entries": [
"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}16 ({@damage 2d12 + 3}) slashing damage."
]
},
{
"name": "Javelin",
"entries": [
"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one creature. {@h}10 ({@damage 2d6 + 3}) piercing damage in melee, or 10 ({@damage 2d6 + 3}) piercing damage at range."
]
}
],
"source": "VNPC",
"page": 25,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0034-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0034.png"
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}
]
},
"traitTags": [
"Brute"
],
"actionTags": [
"Multiattack"
],
"damageTags": [
"S",
"P"
],
"miscTags": [
"MW",
"THW",
"RW",
"RNG",
"MLW"
],
"attachedItems": [
"greataxe|phb",
"javelin|phb"
]
},
{
"name": "Warden",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 15,
"from": [
"chain shirt"
]
}
],
"hp": {
"average": 38,
"formula": "7d8 + 7"
},
"speed": {
"walk": 30
},
"str": 14,
"dex": 14,
"con": 12,
"int": 12,
"wis": 14,
"cha": 12,
"skill": {
"insight": "+4",
"perception": "+4"
},
"passive": 14,
"languages": [
"any one language (usually common)"
],
"languageTags": [
"X"
],
"cr": "1",
"action": [
{
"name": "Multiattack",
"entries": [
"The warden makes two melee attacks or one hand crossbow attack."
]
},
{
"name": "Mace",
"entries": [
"{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."
]
},
{
"name": "Crossbow, hand",
"entries": [
"{@atk rw} {@hit 4} to hit, range 30/120 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or fall asleep for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This attack has no effect on constructs or undead."
]
},
{
"name": "Disarming Strike (1/Turn)",
"entries": [
"{@atk mw} {@hit 4} to hit reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, and the, target must succeed on a DC 12 Strength saving throw or drop one item of the warden's choice, that the target is holding. The object lands at the target's feet."
]
}
],
"source": "VNPC",
"page": 26,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0035-token.png",
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0035.png"
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]
},
"actionTags": [
"Multiattack"
],
"damageTags": [
"B",
"P",
"B"
],
"miscTags": [
"MW",
"RW",
"RNG",
"MLW"
],
"attachedItems": [
"mace|phb"
]
},
{
"name": "Whirling Swordsman",
"size": [
"M"
],
"type": {
"type": "humanoid"
},
"alignment": [
"A"
],
"ac": [
{
"ac": 15,
"from": [
"leather"
]
}
],
"hp": {
"average": 71,
"formula": "13d8 + 13"
},
"speed": {
"walk": 30
},
"str": 10,
"dex": 20,
"con": 12,
"int": 10,
"wis": 12,
"cha": 12,
"save": {
"dex": "+7"
},
"skill": {
"acrobatics": "+7"
},
"passive": 11,
"languages": [
"any one language (usually common)"
],
"languageTags": [
"X"
],
"cr": "4",
"trait": [
{
"name": "Ferocious Attacks",
"entries": [
"A melee weapon deals one extra die of its damage when the swordsman hits with it (included in the attack)."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The swordsman makes two attacks with its scimitars."
]
},
{
"name": "Scimitar",
"entries": [
"{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}12 ({@damage 2d6 + 5}) slashing damage."
]
},
{
"name": "Whirlwind {@recharge 4}",
"entries": [
"The swordsman moves up to 15 feet. Up The swordsman may make a scimitar attack on up to 5 creatures of the swordsman's choice that pass within 5 feet. Attacks of opportunity taken while the swordsman is using the Whirlwind action have disadvantage."
]
}
],
"reaction": [
{
"name": "Uncanny Dodge",
"entries": [
"The swordsman halves the damage from an attack that hits it. The swordsman must be able to see the attacker."
]
}
],
"source": "VNPC",
"page": 27,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0036-token.png",
"fluff": {
"images": [
{
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"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/VNPC/0036.png"
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}
]
},
"actionTags": [
"Multiattack"
],
"damageTags": [
"S"
],
"miscTags": [
"MW",
"MLW"
],
"attachedItems": [
"scimitar|phb"
]
}
]
}
},
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"trap": [
{
"source": "20NewTraps",
"page": 2,
"name": "Abyssal Gate",
"trapHazType": "MAG",
"entries": [
"This trap requires a spellcaster to carve a specific sequence of Abyssal runes into a doorframe using demon blood and diamond dust. The person who carves the runes chooses a passphrase in Abyssal. When the passphrase is spoken aloud (whispering counts) within 15 feet of the door, the trap is rendered inert for 1 minute.",
"When the final rune is carved, the sequence fades into the doorframe. The runes can be spotted with a DC 15 Wisdom ({@skill Perception}) check, but a character can feel the runes if it runs its hand along the frame and succeeds on a DC 10 Intelligence ({@skill Investigation}) check. A character who knows Abyssal can determine the passphrase with a DC 15 Intelligence check, though sometimes the passphrase is more difficult to discover and a clever carver may hide it in a riddle within the runes. Dealing 50 damage to the door's frame renders the trap inert until it is repaired. The AC for the doorframe depends on the material of which it is made (wood AC 15, stone AC 17, metal AC 19).",
"Any non-fiend creature who walks through the door triggers the trap. The creature is transported into a random area of the Abyss and witnesses unspeakable horror. That creature must make a DC 15 Wisdom saving throw. On a failed save it takes 55 ({@dice 10d10}) psychic damage. On a success it takes half damage. The creature returns on the side of the doorframe from which it entered at the end of its next turn."
]
},
{
"source": "20NewTraps",
"page": 2,
"name": "Acidic Fall",
"trapHazType": "MECH",
"entries": [
"Suspended above a 10-foot-square of thin stone ceiling is an acid-filled container. Any weight of more than 20 pounds placed on a hidden pressure plate in the floor beneath this area triggers the trap. The pressure plate can be spotted with a DC 15 Wisdom ({@skill Perception}) check. A character studying the area can determine the pressure plate is a slightly different color than the rest of the floor with a DC 15 Intelligence ({@skill Investigation}) check. Wedging an {@item iron spike|phb} or other object under the pressure plate prevents the trap from activating.",
"When the trap is triggered the container holding the acid opens, pouring it onto the ceiling. Immediately stone and acid fall upon any creatures standing beneath. Creatures in the area must make a DC 15 Dexterity saving throw. Creatures who fail take 11 ({@dice 2d10}) acid and 11 ({@dice 2d10}) bludgeoning damage. Creatures who succeed take half damage."
]
},
{
"source": "20NewTraps",
"page": 2,
"name": "Crushing Room",
"trapHazType": "MECH",
"entries": [
"Stone walls at opposite ends of the room are rigged to move toward one another, crushing and compacting anything in the room until they touch. Any weight of more than 20 pounds placed on a hidden pressure plate at the center of the room triggers the trap. The pressure plate can be spotted with a DC 15 Wisdom ({@skill Perception}) check. A character studying the area can determine the pressure plate is a slightly different color than the rest of the floor with a DC 15 Intelligence ({@skill Investigation}) check. Wedging an {@item iron spike|phb} or other object under the pressure plate prevents the trap from activating. A character can notice that the floor, ceiling, and walls have many scrapes on their surfaces with a DC 10 Wisdom ({@skill Perception}) check.",
"When the trap is triggered, all doors to the room immediately close and lock. The doors are iron (AC 19, 27 hit points) and any character with {@item thieves' tools|phb} can pick the lock with a DC 20 Dexterity check. A character without thieves' tools can attempt this check with disadvantage using a hairpin, wire, or other thin, metal tool.",
"The trap acts at the start of every round, each wall moving toward the center of the room at a pace of 5 feet per round. Characters can attempted to slow the walls by bracing a sturdy object (such as an iron pole) between the two walls. These objects break at the start of the round, but the walls do not move that round.",
"A character who is adjacent to a wall can try to delay it from moving by making a DC 20 Strength check. The creature must remain adjacent to the wall until the start of the next round. On a successful check the wall does not move forward at the start of the next round.",
"As the walls move toward one another, the room shrinks pushing creatures and objects toward the center. At the start of the round when the room becomes too narrow for a creature (once the walls are touching for Medium and smaller creatures) that creature is {@condition restrained} and it must make a DC 17 Strength saving throw. Creatures who fail take 55 ({@dice 10d10}) bludgeoning damage and creatures who succeed take half damage. Once the walls touch they grind against each other for two rounds. Then the walls slide back to their original position at the start of a round at a rate of 5 feet per round. Once the walls are back into their original position, the doors unlock.",
"Sometimes the designer of this trap will put a hidden kill switch somewhere within the room in case the trap is triggered by accident. Such a kill switch is usually well hidden beneath a stone in the floor or wall and requires a DC 20 Intelligence ({@skill Investigation}) check to find. Pressing the switch causes the walls to slide back into their original position at a rate of 5 feet per round on the start of the round. Once the walls are back into their original position, the doors unlock."
]
},
{
"source": "20NewTraps",
"page": 3,
"name": "Electrified Floor",
"trapHazType": "MAG",
"entries": [
"These metal plates cover a 10-foot-square area and are painted to match the appearance of the rest of the floor. A character can hear the low of hum of energy in the room with a DC 10 Wisdom ({@skill Perception}) check. A DC 15 Wisdom ({@skill Perception}) check reveals the painted section of the floor.",
"A character wearing heavily insulated footwear (such as rubber boots) can cross the area without any trouble. Throwing a large metal object onto the floor (such as a full suit of plate mail) and leaving it there for one minute causes the magical energy within the floor to overload and disables the trap. The object explodes at the end of one minute. All creatures within 10 feet of the floor must make a DC 15 Dexterity saving throw. Creatures who fail take 5 ({@dice 1d10}) lightning and 5 (piercing) damage. Creatures who succeed take half damage.",
"Any creature who steps onto the floor while it is active takes 22 ({@dice 4d10}) lightning damage and must make a DC 15 Constitution saving throw. A creature who fails is {@condition paralyzed} until the end of its next turn. If the creature is still touching the trap at the start of its next turn, it must take the damage and repeat the saving throw. Any creature who touches another creature who is touching the trap must make a DC 15 Constitution saving throw. That creature takes 22 ({@dice 4d10}) lightning damage on a failed saving throw or half as much on a successful one."
]
},
{
"source": "20NewTraps",
"page": 3,
"name": "Explosive Object",
"trapHazType": "MAG",
"entries": [
"Explosive objects are most often fashioned to look tempting to intruders. Ornate chests, works of art, treasures, potions, gems, and more could be a trap.",
"Any explosive object is powered by a small set of Draconic runes carved in a difficult to discern location on the object. The person who carves the runes chooses a passphrase in Draconic. When the passphrase is spoken aloud (whispering counts) by a person holding the object the trap is rendered inert until that person puts the object down. A DC 15 Intelligence ({@skill Investigation}) check reveals the runes to any creature inspecting the object. A character who knows Draconic can determine the passphrase with a DC 15 Intelligence check, though sometimes the passphrase is more difficult to discover and a clever carver may hide it in a riddle within the runes. A DC 15 Wisdom ({@skill Perception}) reveals an odd heat radiating from the object to anyone handling it.",
"When a creature handles the trapped object, the trap is triggered. Two rounds later at the start of the round the object explodes in a 20-foot-radius burst. Creatures within the area must make a DC 15 Dexterity saving throw. Creatures who fail take 33 ({@dice 6d10}) fire damage. Creatures who succeed take half damage."
]
},
{
"source": "20NewTraps",
"page": 4,
"name": "Flame Jet",
"trapHazType": "MECH",
"entries": [
"Flame jets are small nozzles attached to a fuel source placed into stone floors. The trap is trigger by a hidden pressure plate. Any weight of more than 20 pounds placed on the pressure plate triggers the trap. The pressure plate can be spotted with a DC 10 Wisdom ({@skill Perception}) check and the nozzle can be spotted with a DC 15 Wisdom ({@skill Perception}) check. A character studying the area can determine the pressure plate is a slightly different color than the rest of the floor with a DC 10 Intelligence ({@skill Investigation}) check. Wedging an {@item iron spike|phb} or other object under the pressure plate prevents the trap from activating.",
"A creature who steps on the pressure plate must make a DC 11 Dexterity saving throw to avoid the sudden burst of flame which rises up from the floor. A creature who fails takes 5 ({@dice 1d10}) fire damage. A creature who succeeds takes half damage."
]
},
{
"source": "20NewTraps",
"page": 4,
"name": "Grasping Arms",
"trapHazType": "MAG",
"entries": [
"This trap appears in 10-foot wide and smaller corridors. Stone arms are carved into the walls. A character notices subtle movement in the arms with a DC 15 Wisdom ({@skill Perception}) check. Creatures wearing a special amulet designed by the trap's maker can move through the corridor without triggering the trap.",
"When a creature has moved to the center of the corridor, the trap is triggered. At the start of the round the arms make attack rolls with a {@hit 5|+5 bonus}, grasping at all creatures adjacent to the walls of the corridor. A successful attack deals 11 ({@dice 2d10}) bludgeoning damage to a creature and it is {@condition grappled} by the arms (escape DC 14). While grappled in this way the creature is also {@condition restrained}.",
"Dealing 10 damage to the arms grasping a creature with a single attack or spell causes the arms to let go of that creature (AC 17)."
]
},
{
"source": "20NewTraps",
"page": 4,
"name": "Hungry Insects",
"trapHazType": "MECH",
"entries": [
"A large grate taking up a 10-foot-square area sits in the center of the ceiling. A tripwire stretched across the middle of the room looses a box of hungry insects hidden in the ceiling above.",
"The tripwire is 3 inches off the ground and stretches between two columns. A DC 15 Wisdom ({@skill Perception}) check spots the tripwire. A DC 15 Dexterity check made with {@item thieves' tools|phb} breaks the tripwire harmlessly. A character without {@item thieves' tools|phb} can attempt this check with disadvantage using any edged weapon or tool. On a failed check, the trap triggers.",
"When the trap is triggered, all doors to the room immediately close and lock. The doors are iron (AC 19, 27 hit points) and any character with {@item thieves' tools|phb} can pick the lock with a DC 20 Dexterity check. A character without thieves' tools can attempt this check with disadvantage using a hairpin, wire, or other thin, metal tool.",
"When the trap triggers four {@creature swarm of insects|mm|swarms of insects} fall from the grate in the ceiling and attack."
]
},
{
"source": "20NewTraps",
"page": 4,
"name": "Log Slammer",
"trapHazType": "MECH",
"entries": [
"Two heavy logs hidden by foliage or cobwebs at opposite ends of an area are set to swing together when the tripwire is triggered",
"The tripwire is 3 inches off the ground and stretches between two columns or trees. A successful DC 12 Wisdom ({@skill Perception}) check spots the tripwire or the logs. A DC 15 Dexterity check made with {@item thieves' tools|phb} breaks the tripwire harmlessly. A character without {@item thieves' tools|phb} can attempt this check with disadvantage using any edged weapon or tool. On a failed check the trap triggers.",
"The creature who triggered the trap must make a DC 12 Dexterity saving throw or be caught between the logs as they slam together. On a failed save that creature takes 22 ({@dice 4d10}) bludgeoning damage. A creature who saves takes half damage."
]
},
{
"source": "20NewTraps",
"page": 5,
"name": "Malicious Harpsichord",
"trapHazType": "MAG",
"entries": [
"This self-operating harpsichord plays hauntingly enchanting music. Any creature within 60 feet of the harpsichord who can hear it must make a DC 15 Wisdom saving throw at the start of its turn. A creature who fails falls prone and must use its action to engage in a violent dance, throwing itself against the floor repeatedly, dealing 11 ({@dice 2d10}) bludgeoning damage to itself. The creature cannot move from the space it occupies under its own power and is under this effect until it can no longer hear the harpsichord. On a successful save the creature is immune to the effects of the malicious harpsichord for 24 hours.",
"The harpsichord is made of a magically treated wood and much tougher than it looks. It has AC 21 and 100 hit points."
]
},
{
"source": "20NewTraps",
"page": 5,
"name": "Mists of Madness",
"trapHazType": "MAG",
"entries": [
"This heavy purple mist can fill a large room and sits dormant at a height of 6 inches. When a living creature shows any sign of above animal intelligence (such as speaking, casting a spell, using tools or a weapon, etc.) while standing within the mist, the mist rises up and try to enter the creature's lungs. When the mists try to enter a creature's body, that creature must first succeed on a DC 15 Constitution saving throw. If the creature fails that saving throw, it must then succeed on a DC 15 Wisdom saving throw or gain one form of {@table long-term madness|dmg} from {@book page 260 of the {@i Dungeon Master's Guide}|dmg|8|madness}. Creatures who are aware they are standing in mists of madness have advantage on the Constitution saving throw.",
"A DC 15 Intelligence ({@skill Arcana}) check reveals the nature of the trap. A strong wind forces the mists to dissipate in {@dice 1d10} rounds.",
"Mists of madness never harm mind flayers. The mist was created by illithids."
]
},
{
"source": "20NewTraps",
"page": 5,
"name": "Object of Deception",
"trapHazType": "MAG",
"entries": [
"Most objects of deception are fashioned to look tempting to intruders. Coins, works of art, treasures, potions, gems, and more could be a trap.",
"An object of deception is marked with a tiny indentation of an open mouth frozen in a laugh. Any character inspecting the item can find the indentation with a DC 15 Intelligence ({@skill Investigation}) check. A character handling the object feels the indentation with a DC 20 Wisdom ({@skill Perception}) check.",
"A creature who handles the object must make a DC 15 Charisma saving throw. A creature who fails this saving throw sees allies as hostile enemies and hostile enemies as allies. Kind words sound threatening and threats sound kind coming from these sources. The only way the creature can rid itself of this effect is to stop carrying the object. A creature who succeeds on this saving throw is aware that something or someone tried to affect its mind, but is unsure of the source and is immune to the effect of the object for 24 hours."
]
},
{
"source": "20NewTraps",
"page": 5,
"name": "Pendulum Scythe",
"trapHazType": "MECH",
"entries": [
"A large scythe drops from the ceiling and swings back and forth in a line 5 feet wide and 20 feet long when a hidden pressure plate in the room is pressed. Any weight of more than 20 pounds placed on the pressure plate triggers the trap. The pressure plate can be spotted with a DC 15 Wisdom ({@skill Perception}) check. A character studying the area can determine the pressure plate is a slightly different color than the rest of the floor with a DC 15 Intelligence ({@skill Investigation}) check and that the ceiling holds the outline of a trapdoor (from which the trap's blade springs forth) with a DC 20 Intelligence ({@skill Investigation}) check. Wedging an {@item iron spike|phb} or other object under the pressure plate prevents the trap from activating and attempting to open the compartment in the ceiling results in the trap activating.",
"Once the trap is triggered it acts at the start of every round. The scythe makes an attack roll against creatures in its path with a {@hit 7|+7 bonus} to attack. On a hit the attack deals 33 ({@dice 6d10}) slashing damage.",
"Some pressure plates are triggered to activate multiple pendulum scythes in a room or hall each of which runs along a different line and gets to make its own attacks at the start of the round."
]
},
{
"source": "20NewTraps",
"page": 6,
"name": "Poison Mister",
"trapHazType": "MECH",
"entries": [
"A nozzle connected to a vial of poison gas is hidden within a chest's lock or in something else that a creature might open. Opening the object without the proper key causes the nozzle to spring out, spraying poison.",
"When the trap is triggered the nozzle creates a 15-foot cone of gas originating from the lock. Creatures within the cone must make a DC 15 Constitution saving throw. Creatures who fail take 22 ({@dice 4d10}) poison damage and are {@condition poisoned} for 1 hour. Creatures who succeed take half damage and are not {@condition poisoned}.",
"A DC 20 Intelligence ({@skill Investigation}) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the nozzle and vial. A DC 15 Dexterity check using {@item thieves' tools|phb} disarms the trap, removing the nozzle and gas vial from the lock. Unsuccessfully attempting to pick the lock triggers the trap.",
"A DM can choose to have a different kind of {@filter inhaled poison|items|source=null|type=poison|search=inhaled} ({@book Dungeon Master's Guide page 257258|dmg|8|poisons}) within the lock. The effects and save DC for the poison change as appropriate."
]
},
{
"source": "20NewTraps",
"page": 6,
"name": "Room Filling with Water",
"trapHazType": "MECH",
"entries": [
"This stone, 15-foot-cubic room has thick metal doors and four 5-foot-square metal grates in the ceiling. When the door to this room is first opened, characters within 5 feet of the door feel a burst of stagnant, moldy air with a DC 10 Wisdom ({@skill Perception}) check.",
"A hidden pressure plate in the floor causes the grates to pour water into the room. Any weight of more than 20 pounds placed on the pressure plate triggers the trap. The pressure plate can be spotted with a DC 15 Wisdom ({@skill Perception}) check. A character studying the area can determine the pressure plate is a slightly different color than the rest of the floor with a DC 15 Intelligence ({@skill Investigation}) check. Wedging an {@item iron spike|phb} or other object under the pressure plate prevents the trap from activating.",
"When the trap is triggered, all doors to the room immediately close and lock. The doors are iron (AC 19, 27 hit points) and any character with {@item thieves' tools|phb} can pick the lock with a DC 20 Dexterity check. A character without {@item thieves' tools|phb} can attempt this check with disadvantage using a hairpin, wire, or other thin, metal tool.",
"At the start of every round add 3 feet of stagnant, opaque water to the sealed room. Once the water is 6 feet high, creatures without a swim speed who attempt to pick the lock using {@item thieves' tools|phb} do so with disadvantage. Creatures in the room without a swim speed must make DC 10 Strength ({@skill Athletics}) to swim above the rising water once it is equal to or greater than their height. Because the water is opaque, any creature who is submerged in the water is {@condition blinded} while it remains underwater.",
"Have the rules for suffocating (Player Basic Rules pg. 65 and {@book Player's Handbook pg. 183|phb|8|Suffocating}) and underwater combat (Player Basic Rules pg. 77 and {@book Player's Handbook pg. 198|phb|9|Underwater Combat}) handy if you plan to run this trap.",
"Sometimes the designer of this trap will put a hidden kill switch somewhere within the room in case the trap is triggered by accident. Such a kill switch is usually well hidden beneath a stone in the floor or wall and requires a DC 20 Intelligence ({@skill Investigation}) check to find. Pressing the switch causes the water to stop filling the room and the doors to unlock."
]
},
{
"source": "20NewTraps",
"page": 7,
"name": "Spectral Tendrils",
"trapHazType": "MAG",
"entries": [
"This 20-foot-square area has been cursed with a ritual that forms tendrils of pure necrotic energy that hunger to feed on the living. The ritual is powered by an unholy symbol painted or carved into the ground at the center of the area. The tendrils live below the surface of the floor and wait for a living creature to walk into the area before attacking.",
"A character notices the trapped area and its immediate surroundings are slightly colder with a DC 10 Wisdom ({@skill Perception}) check. A character trained in {@skill Religion} can determine the meaning of the symbol with a DC 15 Intelligence ({@skill Religion}) check.",
"When a creature steps into the area, the tendrils rise from the ground and make an attack roll against that creature with a {@hit 8|+8 bonus}. On a hit the tendrils deal 22 ({@dice 4d10}) necrotic damage and the target is {@condition grappled} (escape DC 15). While {@condition grappled} in this way the target is also {@condition restrained}. The tendrils make new attacks at the start of each round against any creature in the area.",
"Dealing 15 damage to the tendrils grasping a creature with a single attack or spell causes the arms to let go of that creature (AC 15). Dealing any radiant damage to the tendrils causes them to disappear."
]
},
{
"source": "20NewTraps",
"page": 7,
"name": "Spinning Saw Blade",
"trapHazType": "MECH",
"entries": [
"Hidden behind a wall, this circular saw blade with a 5-foot-radius runs along a track in the wall, floor, or ceiling after a tripwire is activated.",
"The tripwire is 3 inches off the ground and stretches between two columns. A successful DC 15 Wisdom ({@skill Perception}) check spots the tripwire or the blades hidden deep within a slot in the walls. A DC 10 Wisdom ({@skill Perception}) check notices the deep grooves in the wall, ceiling, or floor that serve as the saw's track. A DC 15 Dexterity check made with {@item thieves' tools|phb} breaks the tripwire harmlessly. A character without {@item thieves' tools|phb}can attempt this check with disadvantage using any edged weapon or tool. On a failed check the trap triggers.",
"Once the trap is activated the saw moves 40 feet along its track at the start of a round. The saw makes an attack roll with a {@hit 6|+6 bonus} against any creature in its path. On a hit the creature takes 11 ({@dice 2d10}) slashing damage. If the saw gets to the end of its track, it switches direction and comes back the other way.",
"Some tripwires are triggered to activate multiple saws in a room or hall, each of which runs along a different track and gets to make its own attacks at the start of the round."
]
},
{
"source": "20NewTraps",
"page": 7,
"name": "Widening Pit",
"trapHazType": "MECH",
"entries": [
"These rooms are outfitted with a special floor that opens from the center when a creature steps onto the hidden 10-foot-square area pit cover at the center of the room.",
"A successful DC 15 Wisdom ({@skill Perception}) check discerns an absence of foot traffic over the center of the floor. A successful DC 15 Intelligence ({@skill Investigation}) check is necessary to confirm that the trapped section of the floor is actually the cover of a pit.",
"When a creature steps on the cover, it swings open like a trapdoor causing the intruder to spill into the pit below, which is usually 20 or 30 feet deep, but can be deeper. Once the pit is revealed, it begins to widen. At the start of a round the pit's area grows another 5 feet on all sides as the floor begins to slide open. Creatures adjacent to the pit before it grows must make a DC 15 Dexterity saving throw, or fall into the pit. The pit may have spikes at the bottom as described in {@trap pits|dmg|page 123 of the {@i Dungeon Master's Guide}}.",
"When the trap is triggered, all doors to the room immediately close and lock. The doors are iron (AC 19, 27 hit points) and any character with {@item thieves' tools|phb} can pick the lock with a DC 20 Dexterity check. A character without {@item thieves' tools|phb} can attempt this check with disadvantage using a hairpin, wire, or other thin, metal tool.",
"Once the pit is detected, an {@item iron spike|phb} or similar object can be wedged between the pit's cover and the surrounding floor in such a way as to prevent the cover from opening and springing the rest of the trap. It can also magically be held shut using the {@spell arcane lock} spell or similar magic."
]
},
{
"source": "20NewTraps",
"page": 8,
"name": "Withering Tapestry",
"trapHazType": "MAG",
"entries": [
"This 10-foot-square tapestry depicts a regal king and queen sitting upon a throne with crowns of gold. Any creature who can see the tapestry must make a DC 15 Charisma saving throw. A creature who fails is overcome with admiration for the tapestry and cannot willingly move out of sight of the tapestry for 24 hours. During that time the creature cares only about the tapestry and will defend the work of art with its life. It acts hostile toward any creature who tries to touch the tapestry or tries to move the effected creature away from the tapestry. The creature will try to find its way back to the tapestry if it is forcibly removed from it. The creature will not sleep while it is under this effect. After 24 hours the affected creature suffers a level of {@condition exhaustion}. It must repeat the saving throw if it can still see the tapestry.",
"A DC 15 Intelligence ({@skill Arcana}) check reveals the nature of the trap. A DC 20 Intelligence ({@skill Arcana}) check reveals the tapestry is immune to all damage except for fire. The tapestry has AC 10 and 30 hit points."
]
},
{
"source": "20NewTraps",
"page": 8,
"name": "Zealous Altar",
"trapHazType": "MAG",
"entries": [
"This altar bears the symbol of the patron god of its creator. Any creature who can see the altar who is not wearing a visible {@item holy symbol|phb} of the altar's god must make a DC 15 Wisdom saving throw. Creatures who fail are {@condition blinded} and {@condition deafened} for 8 hours or until the altar is destroyed. Creatures who succeed are immune to the altar's effects for 24 hours.",
"A creature trained in {@skill Religion} who makes a DC 15 Intelligence (Wisdom) check knows the nature of the altar. The altar is made of a magically treated metal and much tougher than it looks. It has AC 22 and 200 hit points."
]
}
]
}
},
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"name": "Sajarin Khan",
"size": [
"M"
],
"type": "fiend",
"source": "LOD5HLV",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 16,
"from": [
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}
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"hp": {
"formula": "13d8 + 52",
"average": 110
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"speed": {
"walk": 40
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"str": 14,
"dex": 17,
"con": 18,
"int": 13,
"wis": 16,
"cha": 20,
"passive": 13,
"cr": "13",
"shortName": "Sajarin Khan",
"senses": [
"darkvision 60 ft."
],
"senseTags": [
"D"
],
"languages": [
"Abyssal",
"Common",
"Infernal"
],
"languageTags": [
"AB",
"C",
"I"
],
"skill": {
"deception": "+10",
"insight": "+8"
},
"vulnerable": [
{
"vulnerable": [
"piercing"
],
"note": "from magic weapons wielded from good creatures"
}
],
"resist": [
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"resist": [
"bludgeoning",
"piercing",
"slashing"
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"note": "from nonmagical weapons"
}
],
"trait": [
{
"name": "Special Equipment",
"entries": [
"Sajarin Khan wears Sajarin's Khan's Crown."
]
},
{
"name": "Limited Magic Immunity",
"entries": [
"Sajarin Khan can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"Sajarin Khan's innate spellcasting ability is Charisma (spell save {@dc 18}, +10 to hit with spell attacks). Sajarin Khan can innately cast the following spells, requiring no material components:"
],
"will": [
"{@spell detect thoughts}",
"{@spell disguise self}",
"{@spell mage hand}",
"{@spell minor illusion}"
],
"daily": {
"3e": [
"{@spell charm person}",
"{@spell detect magic}",
"{@spell invisibility}",
"{@spell major image}",
"{@spell suggestion}"
],
"1e": [
"{@spell dominate person}",
"{@spell fly}",
"{@spell plane shift}",
"{@spell true seeing}"
]
},
"ability": "cha",
"type": "spellcasting"
}
],
"spellcastingTags": [
"I"
],
"action": [
{
"name": "Multiattack",
"entries": [
"Sajarin Khan makes two claw attacks."
]
},
{
"name": "Claw",
"entries": [
"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage. The target is cursed if it is a creature The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic."
]
},
{
"name": "Psychic Crown (1/Day)",
"entries": [
"Sajarin Khan uses his crown to cast hallucinatory terrain."
]
}
],
"actionTags": [
"Multiattack"
],
"damageTags": [
"S"
],
"miscTags": [
"MW"
],
"tokenUrl": "https://i.imgur.com/EyvMKZn.png",
"fluff": {
"entries": [
"{@link Sajarin Khan|https://www.dmsguild.com/product/325943/5-High-Level-Villains?affiliate_id=18983}",
"Sajarin Khan is a devious and wealthy rakshasa, a tiger-like fiend. He lords over an oasis in a desert region within your campaign setting. He lives in a palace, surrounded by massive, slave-tended fields and defended by a host of yugoloth mercenaries.",
"{@b Backstory} ",
"Sajarin Khan hails from a small family clan within a swamp region in your campaign setting. His family held many slaves and a good deal of power within this swamp, but Sajarin's aspirations were greater. He moved about the realm, to towns and cities, manipulating humanoids for coin and stealing wherever he could. He accrued a massive sum of wealth, enough to hire yugoloth mercenaries from fiendish planes.",
"These yugoloths assisted Sajarin Khan in kidnapping and buying slaves to build his desert palace and his massive fruit cactus fields.",
"{@b Goals}",
"Sajarin Khan, like all rakshasas, is a hedonistic and cruel being. His vast collection of valuable art from across the land is a sight to behold, but it was all gained by sale of cactus fruits and the trade of slaves. He wishes to indulge in the pleasures of life, while also doing evil. Death and torture elates Sajarin, as does expanding the land under his clawed fist. ",
"Sajarin also finds it entertaining to summon heroes from across the realm to challenge and attempt to kill him, simply so he can be kept on his toes.",
"{@b Resources} ",
"Sajarin owns 75 {@creature commoner} slaves who harvest cactus fruit from his vast oasis. They will not attack the party unless ordered to, and their allegiances can be changed very quickly as the tides of a battle turn towards the party. He has also hired a host of {@creature Yagnoloth|MPMM|Yagnoloth/Yugoloth}s containing 10 {@creature mezzoloth}s, 5 {@creature canoloth|MPMM}s, 2 {@creature nycaloth}s, and 1 {@creature arcanaloth} named Krello who acts as the leader of the host as well as Sajarin Khan's chief slaver. ",
"He also owns a collection of statues, paintings, gems and carvings that amounts to 1200 gp.",
"{@b Adventure Hooks} ",
{
"type": "list",
"items": [
"Sajarin Khan invites the party to dinner. ",
"An important NPC is kidnapped and put into slavery. ",
"The party is kidnapped and put into slavery. ",
"The party is hired to investigate the slave trade. ",
"The party is hired to take out Sajarin Khan."
]
},
"{@b Sajarin Khan's Crown} ",
"{@i Wondrous item, very rare} ",
"This helm has three charges. while wearing it, you can use an action to expend 3 charges to cast the hallucinatory terrain spell. You can also use an action to expend 1 charge to cast the major image spell at 3rd level. The crown regains 1d3 charges at dawn.",
"Here the item link {@item Sajarin Khan's Crown|LOD5HLV}."
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://i.imgur.com/w8zulvV.jpg"
}
}
]
},
"savingThrowForcedSpell": [
"charisma",
"wisdom"
]
},
{
"name": "The Steel Colossus",
"size": [
"G"
],
"type": "construct",
"source": "LOD5HLV",
"alignment": [
"U"
],
"ac": [
20
],
"hp": {
"formula": "16d20 + 80",
"average": 248
},
"speed": {
"walk": 40
},
"str": 24,
"dex": 9,
"con": 20,
"int": 3,
"wis": 11,
"cha": 1,
"passive": 10,
"cr": "16",
"shortName": "The Steel Colossus",
"languages": [
"understands common but can't speak"
],
"languageTags": [
"CS"
],
"senses": [
"darkvision 120 ft."
],
"senseTags": [
"SD"
],
"immune": [
"fire",
"poison",
"psychic"
],
"conditionImmune": [
"charmed",
"exhaustion",
"frightened",
"paralyzed",
"petrified",
"poisoned"
],
"trait": [
{
"name": "Fire Absorption",
"entries": [
"Whenever the Steel Colossus is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt."
]
},
{
"name": "Immutable Form",
"entries": [
"The Steel Colossus is immune to any spell or effect that would alter its form."
]
},
{
"name": "Magic Resistance",
"entries": [
"The Steel Colossus has advantage on saving throws against spells and other magical effects."
]
},
{
"name": "Magic Weapons",
"entries": [
"The Steel Colossus' weapon attacks are magical."
]
},
{
"name": "Siege Monster",
"entries": [
"The Steel Colossus deals double damage to objects and structures."
]
}
],
"traitTags": [
"Damage Absorption",
"Immutable Form",
"Magic Resistance",
"Magic Weapons",
"Siege Monster"
],
"action": [
{
"name": "Multiattack",
"entries": [
"The Steel Colossus makes two stomp attacks."
]
},
{
"name": "Stomp",
"entries": [
"{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage."
]
},
{
"name": "Hammer",
"entries": [
"{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}39 ({@damage 6d12}) slashing damage."
]
},
{
"name": "Poison Breath {@recharge}",
"entries": [
"The Steel Colossus exhales poisonous gas in a 30-foot cone. Each creature in that area must make a {@dc 19} Constitution saving throw, taking 45 ({@damage 10d8}) poison damage on a failed save, or half as much damage on a successful one."
]
}
],
"actionTags": [
"Breath Weapon",
"Multiattack"
],
"damageTags": [
"B",
"I",
"S"
],
"miscTags": [
"MW",
"RCH",
"AOE"
],
"tokenUrl": "https://i.imgur.com/CynCdSC.png",
"fluff": {
"entries": [
"{@link Steel Colossus|https://www.dmsguild.com/product/325943/5-High-Level-Villains?affiliate_id=18983}",
"The Steel Colossus is a massive iron golem reaching 60 feet into the sky. Created by a powerful but foolish wizard, the Steel Colossus is a destructive and brutal creature with no mind of its own. It is a threat to all civilization, and nearly impossible to bring down.",
"{@b Backstory} ",
"A reclusive and powerful human wizard named Edaphin the Grand began to create the Steel Colossus in a deep underground cavern in your campaign setting. He desired to create a being under his control capable of easily destroying orcish warbands, goblinoid tribes, and all other dangerous groups throughout the realm. With the assistance of a skilled dwarven clan, Edaphin's 60 foot dream was created. However, he made a terrible mistake. He specially crafted {@i The Steel Colossus' Heart}, a green gem of immense magical power, capable of controlling the Steel Colossus. After it's creation, it was set aside as the body of the Colossus was being finished. One of the dwarves working on the Steel Colossus accidently knocked the gem over, leaving a large crack down it's middle. He thought nothing of it, but when it was placed into the chest of the Steel Colossus, the construct went rampant, bursting from the earth, and beginning a path of destruction.",
"{@b Goals}",
"The Steel Colossus is a vast, thoughtless creature with only one directive fluttering about in it's \"mind\"; destruction. Any person, place or thing that passes through the gaze of the Colossus is given an death sentence, either to be demolished under the weight of its feet, choked up by it's poisonous breath, or obliterated under it's massive hammer.",
"{@b Resources}",
"The Steel Colossus has neither a lair nor any allies, but it needs neither. The Colossus needs neither sleep nor food. It simply marches across forests, over mountains and through lakes, searching and destroying everything it can.",
"{@b Adventure Hooks}",
{
"type": "list",
"items": [
"Edaphin the Grand approaches the characters for help.",
"An important NPC is killed by the Steel Colossus.",
"A nearby town is destroyed by the Steel Colossus.",
"The town that the party occupies is attacked by the Steel Colossus.",
"A major city hires the party to destroy the Steel Colossus."
]
},
"{@b The Steel Colossus' Heart}",
"{@i Wondrous item, legendary}",
"If the heart is cracked, a greater restoration spell can fix it. If fixed, the heart gives its owner the ability to control the Steel Colossus in its entirety if the Colossus is undamaged.",
"Here the item link {@item The Steel Colossus' Heart|LOD5HLV}."
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://i.imgur.com/eH84PSV.jpg"
}
}
]
},
"savingThrowForced": [
"constitution"
]
},
{
"name": "Lady Tzilith",
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"elf",
"drow"
]
},
"source": "LOD5HLV",
"alignment": [
"N",
"E"
],
"ac": [
15,
{
"ac": 18,
"condition": "with {@spell mage armor}",
"braces": true
}
],
"hp": {
"formula": "30d8 + 90",
"average": 225
},
"speed": {
"walk": 30
},
"str": 15,
"dex": 20,
"con": 16,
"int": 18,
"wis": 15,
"cha": 18,
"passive": 18,
"cr": "18",
"shortName": "Lady Tzilith",
"senses": [
"darkvision 120 ft."
],
"senseTags": [
"SD"
],
"languages": [
"Common",
"Elvish",
"Undercommon"
],
"languageTags": [
"C",
"E",
"U"
],
"save": {
"dex": "+11",
"con": "+9",
"cha": "+10"
},
"skill": {
"acrobatics": "+11",
"athletics": "+8",
"perception": "+8",
"stealth": "+11"
},
"trait": [
{
"name": "Fey Ancestry",
"entries": [
"Lady Tzilith has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep."
]
},
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, Lady Tzilith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
]
}
],
"traitTags": [
"Fey Ancestry",
"Sunlight Sensitivity"
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"Lady Tzilith's innate spellcasting ability is Charisma (spell save {@dc 18}). She can innately cast the following spells, requiring no material components:"
],
"daily": {
"1e": [
"{@spell darkness}",
"{@spell faerie fire}",
"{@spell levitate} (self only)"
]
},
"ability": "cha",
"type": "spellcasting"
},
{
"name": "Spellcasting",
"headerEntries": [
"Lady Tzilith is a 11th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 18}, +10 to hit with spell attacks). She has the following wizard spells prepared:"
],
"spells": {
"0": {
"spells": [
"{@spell mage hand}",
"{@spell message}",
"{@spell poison spray}",
"{@spell ray of frost}",
"{@spell shocking grasp}"
]
},
"1": {
"spells": [
"{@spell burning hands}",
"{@spell mage armor}",
"{@spell magic missile}",
"{@spell shield}"
],
"slots": 4
},
"2": {
"spells": [
"{@spell gust of wind}",
"{@spell invisibility}",
"{@spell misty step}",
"{@spell shatter}"
],
"slots": 3
},
"3": {
"spells": [
"{@spell counterspell}",
"{@spell fireball}",
"{@spell haste}"
],
"slots": 3
},
"4": {
"spells": [
"{@spell dimension door}",
"{@spell Otiluke's resilient sphere}"
],
"slots": 3
},
"5": {
"spells": [
"{@spell cone of cold}"
],
"slots": 2
},
"6": {
"spells": [
"{@spell chain lightning}"
],
"slots": 1
}
},
"ability": "int",
"type": "spellcasting"
}
],
"spellcastingTags": [
"I",
"CW"
],
"damageTagsSpell": [
"C",
"F",
"I",
"L",
"O",
"T"
],
"action": [
{
"name": "Multiattack",
"entries": [
"Lady Tzilith makes two whip attacks."
]
},
{
"name": "Whip",
"entries": [
"{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d4 + 5}) slashing damage, plus 18 ({@damage 4d8}) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell Lady Tzilith casts before the end of the her next turn."
]
}
],
"actionTags": [
"Multiattack"
],
"damageTags": [
"I",
"S"
],
"miscTags": [
"MW",
"MLW"
],
"tokenUrl": "https://i.imgur.com/dr3ZYiW.png",
"fluff": {
"entries": [
"{@link Lady Tzilith|https://www.dmsguild.com/product/325943/5-High-Level-Villains?affiliate_id=18983}",
"Lady Tzilith is a drow crime lord that operates in a large city within your setting. She is a powerful, cruel and feared woman who is always one step ahead of all adventurers and city guards that seek her out.",
"{@b Backstory }",
"Around 100 years ago, Lady Tzilith was the matron mother of House D'groth. House D'groth was not a powerful house, and it feuded frequently with a rival house. This conflict came to a head when the rival house attacked the D'groth drow, slaughtering them and destroying their infrastructure. Lady Tzilith barely escaped with her life, using her powerful magic to make it out of the hostile Underdark onto the surface.",
"She was unfamiliar with this new land, but she soon found its people to be easy to dominate but even easier to manipulate. After around a few decades, Lady Tzilith made her way to a large city in your campaign setting. Here she grew a criminal empire.",
"{@b Goals} ",
"Lady Tzilith has mostly put her days in the Underdark behind her, but she still holds a bit of a lust for vengeance towards the drow house that destroyed hers. Her main desire, however, is to accrue wealth and magical power so that she may dominate the Prime Material Plane. ",
"She has been overcome by greed and hedonism, and she finds great pleasure in tormenting those weaker than her. Her crime syndicate is far reaching, and brings vast amounts of gold and other valuables to her feet. She also runs an illegal fight club, where challengers come from all around the realm to face deadly opponents.",
"{@b Resources} ",
"Lady Tzilith has a large underground compound within the city she operates in. It has powerful magical defenses that a password known by all of her allies can lower. She has a vast collection of 9361 cp, 3633 sp, and 852 gp that is gained by illegal smuggling and robberies, both in the city and in areas close to it. Her personal stache of magic items contains 3 {@item potion of healing}, 1 {@item bag of holding}, and 1 {@item driftglobe}. ",
"Lady Tzilith's crime syndicate consists of 17 {@creature bandit}s, 9 {@creature thug}s, and 3 {@creature veteran}s. At the underground compound, there are around 10 {@creature bandit}s, 6 {@creature thug}s, and 2 {@creature veteran}s at one time. Lady Tzilith also has a head enforcer by the name of {@i Moryx the Bloody}, a black dragonborn {@creature gladiator}. Moryx is feared through the streets of the city for his brutality, and he is famed for his martial prowess within Tzilith's fight club.",
"{@b Adventure Hooks}",
{
"type": "list",
"items": [
"The party has been hired to investigate a murder committed by Lady Tzilith's syndicate.",
"The party is mugged/pickpocketed by Lady Tzilith's syndicate.",
"An important NPC requests the party's help in taking out Lady Tzilith",
"A party member is invited to Lady Tzilith's fight club to compete.",
"Lady Tzilith hires the party to smuggle illegal weapons."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://i.imgur.com/v27XBYV.jpg"
}
}
]
},
"attachedItems": [
"whip|phb"
],
"savingThrowForcedSpell": [
"constitution",
"dexterity",
"strength"
]
},
{
"name": "Velgilt the Colonizer",
"size": [
"M"
],
"type": "aberration",
"source": "LOD5HLV",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"formula": "17d10 + 34",
"average": 127
},
"speed": {
"walk": 30
},
"str": 15,
"dex": 12,
"con": 15,
"int": 21,
"wis": 19,
"cha": 21,
"passive": 18,
"cr": "14",
"shortName": "Velgilt the Colonizer",
"languages": [
"Deep Speech",
"Undercommon",
"telepathy 10560 ft."
],
"languageTags": [
"DS",
"U",
"TP"
],
"senses": [
"darkvision 120 ft."
],
"senseTags": [
"SD"
],
"save": {
"int": "+9",
"wis": "+8",
"cha": "+9"
},
"skill": {
"arcana": "+9",
"insight": "+8",
"perception": "+8",
"stealth": "+5"
},
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "from nonmagical attacks"
}
],
"trait": [
{
"name": "Creature Sense",
"entries": [
"Velgilt is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. He knows the distance and direction to each creature, as well as each creature's intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting (Psionics)",
"headerEntries": [
"The ulitharid's innate spellcasting ability is Intelligence (spell save {@dc 17}). It can innately cast the following spells, requiring no components:"
],
"will": [
"{@spell detect thoughts}",
"{@spell levitate}"
],
"daily": {
"1e": [
"{@spell confusion}",
"{@spell dominate monster}",
"{@spell eyebite}",
"{@spell feeblemind}",
"{@spell mass suggestion}",
"{@spell plane shift} (self only)",
"{@spell project image}",
"{@spell scrying}",
"{@spell telekinesis}"
]
},
"ability": "int",
"type": "spellcasting"
}
],
"spellcastingTags": [
"P",
"I"
],
"damageTagsSpell": [
"Y"
],
"action": [
{
"name": "Tentacles",
"entries": [
"{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}27 ({@damage 4d10 + 5}) psychic damage. If the target is Large or smaller, it is {@condition grappled} (escape {@dc 14}) and must succeed on a {@dc 17} Intelligence saving throw or be {@condition stunned} until this grapple ends."
]
},
{
"name": "Extract Brain",
"entries": [
"{@atk mw} {@hit 9} to hit, reach 5 ft., one {@condition incapacitated} humanoid {@condition grappled} by Velgilt. {@h}55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, Velgilt kills the target by extracting and devouring its brain."
]
},
{
"name": "Mind Blast {@recharge 5}",
"entries": [
"Velgilt magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 18} Intelligence saving throw or take 32 ({@damage 5d12 + 5}) psychic damage and be {@condition stunned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
]
}
],
"actionTags": [
"Tentacles"
],
"damageTags": [
"P",
"Y"
],
"miscTags": [
"MW",
"RCH",
"AOE"
],
"conditionInflict": [
"grappled",
"stunned"
],
"tokenUrl": "https://i.imgur.com/5GNKnF4.png",
"fluff": {
"entries": [
"{@link Velgilt|https://www.dmsguild.com/product/325943/5-High-Level-Villains?affiliate_id=18983}",
"Velgilt is a cunning and vile mind flayer, nearly 120 years old. Living beneath a large city in your campaign setting. His colony of mind flayers is vast and ever expanding. But a mind flayer colony needs food, and the people of the city make very good eating.",
"{@b Backstory}",
"Velgilt the Colonizer was the leader of a mind flayer colony residing in a nautiloid ship which traveled across the Astral Plane. This colony was a small one, and it was not very powerful. The githyanki remained an eternal thorn in Velgilt's side, and battles between githyanki raiders and Velgilt's colony were frequent. In one particular battle, Velgilt's nautiloid was destroyed, and his colony was slaughtered. Velgilt was only barely able to escape, teleporting to the Prime Material Plane.",
"He then retreated to an underground region in your campaign setting, plotting and planning. He began to kidnap humanoids and use the process of ceremorphosis to turn them into mind flayers. Soon after this, Velgilt found a home in caves underneath the sewers of a large city, and continues to expand his colony.",
"{@b Goals}",
"Velgilt the Colonizer desires only to maintain his life and to create more mind flayers. The city that he lives under provides easy methods to successfully achieve both of these goals. City goers who find themselves in the sewer are quickly taken through the walls by Velgilt or one of his allies. Here, either brains are eaten or they are turned into mind flayers themselves.",
"Velgilt also makes sure to not take so many city folk as to seem suspicious, as it is imperative to the security of the colony that it stays concealed and unknown. At his core, Velgilt is a paranoid creature, ever fearful of the dreaded githyanki.",
"{@b Resources}",
"Velgilt's colony contains 17 {@creature mind flayer}s, and 2 {@creature mind flayer arcanist}s who act as Velgilt's closest lieutenants. These are all extremely intelligent creatures, and they will always use brilliant tactics in their engagements. They will also not hesitate to escape if their lives are truly at risk.",
"They also have a host of thralls under their control. They typically act as guards to the colony, but sometimes inter the sewers on rare occasion. This includes 12 {@creature quaggoth}s, 5 {@creature intellect devourer}s, and 18 {@creature grimlock}s.",
"{@b Adventure Hooks}",
{
"type": "list",
"items": [
"The party is hired by the city to investigate the sewers.",
"The party is hired by an important NPC to investigate the sewers.",
"An important NPC goes missing in the sewers.",
"The party is attacked by {@creature grimlock}s while in the sewers.",
"The party is attacked by an {@creature intellect Devourer} in an inn room."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://i.imgur.com/Y3oEuxk.jpg"
}
}
]
},
"savingThrowForced": [
"intelligence"
],
"savingThrowForcedSpell": [
"charisma",
"constitution",
"intelligence",
"wisdom"
]
},
{
"name": "Garkagzul",
"size": [
"L"
],
"type": {
"type": "fiend",
"tags": [
"demon"
]
},
"source": "LOD5HLV",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 19,
"from": [
"natural armor"
]
}
],
"hp": {
"formula": "21d12 + 126",
"average": 262
},
"speed": {
"walk": 40,
"fly": 80
},
"str": 26,
"dex": 15,
"con": 22,
"int": 20,
"wis": 16,
"cha": 22,
"passive": 13,
"cr": "19",
"shortName": "Garkagzul",
"languages": [
"Abyssal",
"telepathy 120 ft."
],
"languageTags": [
"AB",
"TP"
],
"senses": [
"truesight 120 ft."
],
"senseTags": [
"U"
],
"save": {
"str": "+14",
"con": "+12",
"wis": "+9",
"cha": "+12"
},
"resist": [
{
"resist": [
"bludgeoning",
"lightning",
"piercing",
"slashing"
],
"note": "from non magical attacks"
}
],
"immune": [
"cold",
"fire",
"poison"
],
"conditionImmune": [
"poisoned"
],
"trait": [
{
"name": "Special Equipment",
"entries": [
"Garkagzul wears {@i Garkagzul's Amulet}"
]
},
{
"name": "Death Throes",
"entries": [
"When Garkagzul dies, it explodes, and each creature within 30 feet of it must make a {@dc 20} Dexterity saving throw, taking 70 ({@damage 20d6}) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons."
]
},
{
"name": "Fire Aura",
"entries": [
"At the start of each of Garkagzul's turns, each creature within 5 feet of it takes 10 ({@damage 3d6}) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches Garkagzul or hits it with a melee attack while within 5 feet of it takes 10 ({@damage 3d6}) fire damage."
]
},
{
"name": "Magic Resistance",
"entries": [
"The balor has advantage on saving throws against spells and other magical effects."
]
},
{
"name": "Magic Weapons",
"entries": [
"The balor's weapon attacks are magical."
]
}
],
"traitTags": [
"Death Burst",
"Magic Resistance",
"Magic Weapons"
],
"damageTags": [
"F",
"S"
],
"miscTags": [
"MW",
"RCH",
"AOE",
"MLW"
],
"action": [
{
"name": "Multiattack",
"entries": [
"Garkagzul makes two greatsword attacks"
]
},
{
"name": "Greatsword",
"entries": [
"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}27 ({@damage 3d12 + 8}) slashing damage, plus 13 ({@damage 3d8}) fire damage. If Garkagzul scores a critical hit, it rolls damage dice three times, instead of twice."
]
},
{
"name": "Teleport",
"entries": [
"The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
]
},
{
"name": "Ruby Amulet",
"entries": [
"Garkagzul uses his amulet to cast {@spell plane shift}"
]
}
],
"actionTags": [
"Multiattack",
"Teleport"
],
"tokenUrl": "https://i.imgur.com/MVottGH.png",
"fluff": {
"entries": [
"{@link Garkagzul|https://www.dmsguild.com/product/325943/5-High-Level-Villains?affiliate_id=18983}",
"Garkagzul is a brutal and powerful demon, one who is able to draw vast amounts of demons and cultists to him. He was able to escape from the Abyss into the Material Plane, where he currently resides, massacring villages, burning towns, and building his army.",
"{@b Backstory}",
"Garkagzul was a powerful and domineering demon within the Abyss. Nearly a year ago, a human mage exploring the Abyss came across Garkagzul's lair unknowingly. This was a terrible mistake. After slaying him and feasting upon his corpse, Garkagzul discovered a small, gem laden amulet in the folds of the mage's cloak.",
"This gem allowed him to teleport to the Material Plane, into a mountain region within your campaign setting. From here, he began to bring together demonic cultists from around the area, as well as transporting other demons to the Material Plane using his amulet.",
"{@b Goals}",
"Garkagzul has an unquenchable lust for conquest and violence. To slay all humanoids and turn the Material Plane into a demonic realm is his end goal, and destruction of all civilization is his method of doing this.",
"He has begun to expand his territory, leading invasions of towns and villages around the mountains, burning and slaughtering all they come across. When every last humanoid is dead, Garkagzul plans to take command of the Material Plane, ruling with an iron fist over the demon hordes.",
"{@b Resources}",
"Garkagzul has created an army containing 25 {@creature cultist}s, 8 {@creature cult fanatic}s, 6 {@creature hezrou}, 15 {@creature dretch}, 10 {@creature barlgura}, 20 {@creature manes}, 4 {@creature shadow demon}s, an 1 {@creature glabrezu}. These act as both the guards of Garkagzul's mountain stronghold, as well as his invasion force.",
"His stronghold is a large castle, protected with 4 {@i firebreathing statue traps}. When Garkagzul is away on an invasion, the castle is protected by 10 {@creature cultist}s, 2 {@creature cult fanatic}s, and 5 {@creature barlgura}.",
"{@b Adventure Hooks}",
{
"type": "list",
"items": [
"An important NPC is killed by Garkagzul.",
"A nearby town is destroyed by Garkagzul.",
"The town that the party occupies is invaded by Garkagzul.",
"A major city hires the party to kill Garkagzul.",
"An important NPC hires the party to kill Garkagzul."
]
},
"{@b Garkagzul's Amulet}",
"{@i Wondrous item, very rare}",
"This amulet is laden with 16 rubies. The amulet can be used to cast the spell {@spell Plane Shift}, expending one ruby every time it is cast. When all rubies are gone, the amulet loses it's magic.",
"Here the item link {@item Garkagzul's Amulet|LOD5HLV}."
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://i.imgur.com/hySURND.jpg"
}
}
]
},
"attachedItems": [
"greatsword|phb"
],
"savingThrowForced": [
"dexterity"
]
}
],
"item": [
{
"name": "Sajarin Khan's Crown",
"source": "LOD5HLV",
"page": 0,
"rarity": "very rare",
"reqAttune": false,
"wondrous": true,
"recharge": "dawn",
"charges": 3,
"entries": [
"This helm has three charges. while wearing it, you can use an action to expend 3 charges to cast the hallucinatory terrain spell. You can also use an action to expend 1 charge to cast the major image spell at 3rd level. The crown regains 1d3 charges at dawn."
],
"attachedSpells": [
"major image",
"hallucinatory terrain"
],
"rechargeAmount": 1
},
{
"name": "The Steel Colossus' Heart",
"source": "LOD5HLV",
"page": 0,
"rarity": "legendary",
"reqAttune": false,
"wondrous": true,
"entries": [
"If the heart is cracked, a greater restoration spell can fix it.",
"If fixed, the heart gives its owner the ability to control the Steel Colossus in its entirety if the Colossus is undamaged."
],
"attachedSpells": [
"greater restoration"
]
},
{
"name": "Garkagzul's Amulet",
"source": "LOD5HLV",
"page": 0,
"rarity": "very rare",
"reqAttune": false,
"wondrous": true,
"entries": [
"This amulet is laden with 16 rubies. The amulet can be used to cast the spell {@spell Plane Shift}, expending one ruby every time it is cast. When all rubies are gone, the amulet loses it's magic."
],
"attachedSpells": [
"plane shift"
]
}
]
}
},
{
"head": {
"docIdLocal": "a480bdac-6e42-497a-9ed9-dd2d2477e0bf",
"timeAdded": 1694015043318,
"checksum": "d2f8140566730a3b7532b6cec155f523",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/book/MCDM Productions; Arcadia Issue 1.json",
"filename": "MCDM Productions; Arcadia Issue 1.json",
"isLocal": false,
"isEditable": false
},
"body": {
"_meta": {
"sources": [
{
"json": "Ar1",
"abbreviation": "Ar1",
"full": "Arcadia Issue 1",
"url": "https://shop.mcdmproductions.com/products/arcadia-issue1",
"authors": [
"Willy Abeel",
"Leon Barillaro",
"Gabe Hicks",
"Sadie Lowry"
],
"convertedBy": [
"Jenny"
],
"version": "1.4",
"targetSchema": "1.2.0"
}
],
"dateAdded": 1613648837,
"dateLastModified": 1690651615,
"_dateLastModifiedHash": "57b90b766f"
},
"monster": [
{
"name": "Anahita",
"isNamedCreature": true,
"source": "Ar1",
"page": 38,
"size": [
"L"
],
"type": "celestial",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 21,
"from": [
"natural armor"
]
}
],
"hp": {
"formula": "20d10 + 140",
"average": 245
},
"speed": {
"walk": 50,
"fly": 150
},
"str": 22,
"dex": 27,
"con": 25,
"int": 26,
"wis": 25,
"cha": 30,
"save": {
"dex": "+15",
"int": "+15",
"wis": "+16",
"cha": "+17"
},
"skill": {
"deception": "+17",
"perception": "+14"
},
"senses": [
"truesight 120 ft."
],
"passive": 24,
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "from nonmagical attacks"
}
],
"immune": [
"necrotic",
"poison",
"radiant"
],
"conditionImmune": [
"blinded",
"charmed",
"exhaustion",
"frightened",
"poisoned"
],
"languages": [
"all",
"telepathy 120ft."
],
"cr": "24",
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"Anahita's spellcasting ability is Charisma (spell save {@dc 25}). She can innately cast the following spells, requiring no material components:"
],
"will": [
"{@spell detect evil and good}",
"{@spell invisibility} (self only)"
],
"daily": {
"3e": [
"{@spell blade barrier}",
"{@spell dispel evil and good}",
"{@spell resurrection}"
],
"1e": [
"{@spell commune}",
"{@spell control weather}"
]
},
"ability": "cha",
"type": "spellcasting"
}
],
"trait": [
{
"name": "Angelic Weapons",
"entries": [
"The anahita's weapon attacks are magical. When Anahita hits with any weapon, the weapon deals an extra {@damage 6d8} radiant damage (included in the attack)."
]
},
{
"name": "Divine Awareness",
"entries": [
"Anahita knows if she hears a lie."
]
},
{
"name": "Magic Resistance",
"entries": [
"Anahita has advantage on saving throws against spells and other magical effects."
]
},
{
"name": "Legendary Resistance (3/Day)",
"entries": [
"If Anahita fails a saving throw, she can choose to succeed instead."
]
},
{
"name": "Holy shots",
"entries": [
"Whenever Anahita fires an arrow, she can enhance it with one of the following shots. She can only use one shot per attack.",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"style": "italic",
"name": "Blinding Arrow.",
"entry": "A creature hit by the arrow and all other creatures within 10 feet of the target mustsucceed on a {@dc 25} Constitution saving throw or be {@condition blinded} for 1 minute. An affected creature can repeatthe saving throw at the end of each of its turns, ending the effecton itself on a success."
},
{
"type": "item",
"style": "italic",
"name": "Bursting Arrow.",
"entry": "Immediately after the arrow hits the target, all other creatures within 10 feet of the target take 18 ({@damage 4d8}) radiant damage."
},
{
"type": "item",
"style": "italic",
"name": "Enervating Arrow.",
"entry": "A creature hit by the arrow must succeed on a DC 25 Wisdom saving throw or the damage dealt by its weapon attacks is halved. The target can repeat this saving throw at the end of its turns, ending the effect on a success."
},
{
"type": "item",
"style": "italic",
"name": "Piercing Arrow.",
"entry": "Anahita does not make an attack roll when she fires this arrow. Instead, the arrow shoots forward in a line, which is 5 feet wide and 60 feet long, before disappearing. The arrow passes harmlessly, through objects, ignoring cover. Each creature in the line must make a DC 23 Dexterity saving throw, taking damage as if it were hit by the arrow on a failed save, or half as much damage on a successful one."
}
]
}
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Anahita makes two attacks, each of which can be a chain whip or longbow attack."
]
},
{
"name": "Chain Whip",
"entries": [
"{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage plus 27 ({@damage 6d8}) radiant damage and the target is {@condition grappled} (escape DC 21). Until this grapple ends, the target is {@condition restrained}. On each of her turns while the target is restrained, Anahita can use her action to deal 22 ({@damage 4d6 + 8}) slashing damage plus 27 ({@damage 6d8}) radiant damage to the target automatically. The target is no longer restrained if Anahita uses her action to attack another target."
]
},
{
"name": "Incandescent Longbow",
"entries": [
"{@atk rw} {@hit 15} to hit, range 150/600 ft., one target. {@h}18 ({@damage 3d6 + 8}) piercing damage plus 27 ({@damage 6d8}) radiant damage."
]
},
{
"name": "Healing Touch (4/Day)",
"entries": [
"Anahita touches another creature. The target magically regains 40 ({@dice 8d8 + 4}) hit points and is freed from any curse, disease, poison, blindness, or deafness."
]
}
],
"legendaryHeader": [
"Anahita can take 3 legendary actions, choosing from theoptions below. Only one legendary action can be used at a time and only at the end of another creature's turn. Anahita regains spent legendary actions at the start of her turn."
],
"legendary": [
{
"name": "Teleport",
"entries": [
"Anahita magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see."
]
},
{
"name": "Chain Whip",
"entries": [
"Anahita makes one chain whip attack."
]
},
{
"name": "Blinding Gaze (Costs 3 Actions)",
"entries": [
"Anahita targets one creature she can see within 30 feet of her. If the target can see her, it must succeed on a {@dc 16} Constitution saving throw or be {@condition blinded} until magic such as the {@spell lesser restoration} spell removes the condition."
]
}
],
"traitTags": [
"Legendary Resistances",
"Magic Resistance"
],
"senseTags": [
"U"
],
"languageTags": [
"TP",
"XX"
],
"spellcastingTags": [
"I"
],
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/QR_Picture2.webp"
}
}
]
},
"actionTags": [
"Multiattack"
],
"damageTagsSpell": [
"S"
],
"miscTags": [
"MW",
"RCH",
"RW",
"RNG",
"MLW"
],
"savingThrowForced": [
"constitution"
],
"savingThrowForcedSpell": [
"charisma",
"dexterity"
]
},
{
"name": "Uqaviel",
"isNamedCreature": true,
"source": "Ar1",
"page": 36,
"size": [
"L"
],
"type": "celestial",
"alignment": [
"L",
"N"
],
"ac": [
{
"ac": 21,
"from": [
"natural armor"
]
}
],
"hp": {
"formula": "18d10 + 144",
"average": 243
},
"speed": {
"walk": 50,
"fly": 150
},
"str": 26,
"dex": 22,
"con": 26,
"int": 25,
"wis": 26,
"cha": 30,
"save": {
"str": "+15",
"int": "+14",
"wis": "+15",
"cha": "+17"
},
"skill": {
"insight": "+15",
"perception": "+15"
},
"senses": [
"truesight 120 ft."
],
"passive": 25,
"resist": [
{
"preNote": "radiant;",
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "from nonmagical attacks"
}
],
"immune": [
"fire",
"necrotic",
"poison"
],
"conditionImmune": [
"charmed",
"exhaustion",
"frightened",
"poisoned"
],
"languages": [
"all",
"telepathy 120ft."
],
"cr": "23",
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"Uqaviel's spellcasting ability is Charisma (spell save {@dc 25}). He can innately cast the following spells, requiring no material components:"
],
"will": [
"{@spell detect evil and good}",
"{@spell invisibility} (self only)"
],
"daily": {
"3e": [
"{@spell blade barrier}",
"{@spell dispel evil and good}",
"{@spell resurrection}"
],
"1e": [
"{@spell commune}",
"{@spell control weather}"
]
},
"ability": "cha",
"type": "spellcasting"
}
],
"trait": [
{
"name": "Dawnfire",
"entries": [
"Uqaviel's weapon attacks are magical. When Uqaviel hits with any weapon, the weapon deals an extra {@damage 8d8} fire damage (included in the attack). Fire damage dealt by Uqaviel's attacks ignores resistance to fire damage."
]
},
{
"name": "Divine Awareness",
"entries": [
"Uqaviel knows if he hears a lie."
]
},
{
"name": "Magic Resistance",
"entries": [
"Uqaviel has advantage on saving throws against spells and other magical effects."
]
},
{
"name": "Legendary Resistance (3/Day)",
"entries": [
"If Uqaviel fails a saving throw, he can choose to succeed instead."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Uqaviel makes two attacks: one with each of his different chakram attacks."
]
},
{
"name": "Chakram of the Firmament",
"entries": [
"{@atk mw,rw} {@hit 15} to hit, reach 5 ft. or range 20/60ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage plus 36 ({@damage 8d8}) fire damage. The target must succeed on a {@dc 23} Dexterity saving throw or be knocked 60 feet in the air. Any target without a flying speed falls at the end of its next turn, taking 21 ({@damage 6d6}) bludgeoning damage from the fall and landing {@condition prone}."
]
},
{
"name": "Chakram of the Mantle",
"entries": [
"{@atk mw,rw} {@hit 15} to hit, reach 5ft. or range 20/60 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage plus 36 ({@damage 8d8}) fire damage. The target must succeed on a {@dc 23} Strength saving throw or be knocked {@condition prone} and {@condition stunned} until the end of its next turn. "
]
},
{
"name": "Burning Touch (4/Day)",
"entries": [
"Uqaviel touches another creature within 5 feet of him. The target must make a 23 Constitution saving throw. On a failure, the creature takes 36 ({@damage 8d8}) fire damage and is {@condition blinded}, {@condition deafened}, or {@condition poisoned} (Uqaviel's choice). On a success, the creature takes half as much damage and is not inflicted with a condition."
]
},
{
"name": "Flying Chakram",
"entries": [
"Uqaviel commands one of his chakrams to hover magically in an unoccupied space within 5 feet of him. If Uqaviel can see the chakram, he can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to Uqaviel's hand. If the hovering weapon is targeted by any effect, Uqaviel is considered to be holding it. The chakram falls if Uqaviel dies."
]
}
],
"legendaryHeader": [
"Uqaviel can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Uqaviel regains spent legendary actions at the start of his turn. "
],
"legendary": [
{
"name": "Teleport",
"entries": [
"Uqaviel magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see."
]
},
{
"name": "Searing Burst (Costs 2 Actions)",
"entries": [
"Uqaviel emits divine energy. Each creature of his choice within 10 feet of him must make a {@dc 23} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage plus 14 ({@damage 4d6}) radiant damage on a failed save, or half as much damage on a successful one."
]
},
{
"name": "Dawn's Fury (Costs 3 Actions)",
"entries": [
"Uqaviel drives both his chakrams into the ground. All creatures within 30 feet of the impact point must make a {@dc 23} Constitution saving throw. On a failed save, the creature takes 22 ({@damage 4d10}) force damage and is pulled in a straight line toward the impact point, ending in an unoccupied space as close to the impact point as possible, then is thrown 60 feet into the air. Any creature without a flying speed falls at the end of its next turn, taking 21 ({@damage 6d6}) bludgeoning damage from the fall and landing {@condition prone}. On a successful save, the creature takes half as much damage and is not thrown into the air. Uqaviel must be holding both of his chakrams to take this action."
]
}
],
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/QR_Picture1.webp"
}
}
]
},
"traitTags": [
"Legendary Resistances",
"Magic Resistance"
],
"actionTags": [
"Multiattack"
],
"damageTagsSpell": [
"S"
],
"miscTags": [
"RW",
"MW"
],
"savingThrowForced": [
"constitution",
"dexterity",
"strength"
],
"savingThrowForcedSpell": [
"charisma",
"dexterity"
]
},
{
"name": "S.A.M. Shield Guardian",
"isNamedCreature": false,
"source": "Ar1",
"page": 11,
"size": [
"L"
],
"type": "construct",
"alignment": [
"L",
"N"
],
"ac": [
{
"ac": 19
}
],
"hp": {
"formula": "17d10 + 68",
"average": 161
},
"speed": {
"walk": 30
},
"str": 18,
"dex": 8,
"con": 18,
"int": 20,
"wis": 8,
"cha": 12,
"senses": [
"blindsight 10 ft.",
"darkvision 60ft."
],
"passive": 9,
"immune": [
"poison"
],
"conditionImmune": [
"charmed",
"exhaustion",
"frightened",
"paralyzed",
"poisoned"
],
"languages": [
"Common",
"Draconic",
"telepathy 60ft."
],
"cr": "7",
"spellcasting": [
{
"name": "Observed Spellcasting",
"headerEntries": [
"The shield guardian's spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can cast three spells per day, requiring no material components. It casts the spells at the lowest level possible. The shield guardian knows all spells of 3rd level or lower that it has observed previously, whether as the S.A.M. shield guardian or as the workshop itself.",
"If the shield guardian has not observed any spells of 3rd level or lower cast by the characters, it has the following spells prepared: {@spell counterspell}, {@spell darkness}, {@spell grease}, {@spell magic missile}, {@spell silent image}."
],
"ability": "int",
"type": "spellcasting"
}
],
"trait": [
{
"name": "Regeneration",
"entries": [
"The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point."
]
},
{
"name": "Magic Resistance",
"entries": [
"The shield guardian has advantage on saving throws against spells and other magical effects."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The shield guardian makes two greatsword attacks."
]
},
{
"name": "Greatsword",
"entries": [
"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."
]
}
],
"traitTags": [
"Magic Resistance",
"Regeneration"
],
"actionTags": [
"Multiattack"
],
"damageTagsSpell": [
"O"
],
"miscTags": [
"MW",
"MLW"
],
"attachedItems": [
"greatsword|phb"
],
"savingThrowForcedSpell": [
"dexterity"
]
},
{
"name": "Basilisk Mount",
"isNamedCreature": false,
"source": "Ar1",
"page": 22,
"size": [
"M"
],
"type": "monstrosity",
"alignment": [
"U"
],
"ac": [
{
"special": "13 + PB (natural armor)"
}
],
"hp": {
"formula": "7d8 + 14",
"average": 45
},
"speed": {
"walk": 25
},
"str": 16,
"dex": 8,
"con": 15,
"int": 2,
"wis": 8,
"cha": 7,
"save": {
"con": "+2 + PB"
},
"senses": [
"darkvision 60ft."
],
"passive": 9,
"pbNote": "PB of the rider",
"cr": "3",
"trait": [
{
"name": "Mounted",
"entries": [
"During a long rest, the basilisk can designate one creature that rode it within the last 10 days as its rider. The basilisk gains temporary hit points equal to 3 times the rider's level or challenge rating after completing the long rest. The basilisk uses its rider's proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects."
]
},
{
"name": "Bedrock",
"entries": [
"Medium and smaller creatures can ride the basilisk. The basilisk's rider has advantage on saving throws against being dismounted from the basilisk."
]
},
{
"name": "Heavy Sight",
"entries": [
"The basilisk can afflict supernatural effects on creatures it locks eyes with. If a hostile creature starts its turn within 30 feet of the basilisk, and the two of them can see each other, the creature's movement speed is reduced by 5 feet.",
"A creature that isn't surprised can avert its eyes at the start of its turn to avoid this effect, as well as the basilisk's Hardening Gaze and Petrifying Glare actions. If it does so, the creature can't see the basilisk or the rider until the start of the creature's next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save."
]
}
],
"action": [
{
"name": "Calcifying Bite",
"entries": [
"{@atk mw} {@hit 3} + PB to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) piercing damage. The target must succeed on a DC 10 + PB Constitution saving throw or have its movement speed halved until the end of the basilisk's next turn."
]
},
{
"name": "Hardening Glare",
"entries": [
"The basilisk locks eyes with a creature it can see within 30 feet of it. The target must make a DC 10 + PB Constitution saving throw. On a failed save, the target suddenly feels stiff and is {@condition restrained} until the end of the basilisk's next turn."
]
},
{
"name": "Lesser Petrifying Gaze (1/Day)",
"entries": [
"The basilisk locks eyes with a creature it can see within 30 feet of it. The creature must make a DC 10 + PB Constitution saving throw. On a failed save, the creature visibly begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} for 1 hour or until freed by the lesser restoration spell or similar magic."
]
}
],
"fluff": {
"entries": [
"Svirfneblin ranchers are among the rare folk to tame basilisks. The gnomes teach the monsters how to temper their sight into controlled degrees of severity. \"Riding Basils,\" as they're called by the deep gnomes, make invaluable guardians on long underground journeys."
]
},
"miscTags": [
"MW"
]
},
{
"name": "Giant Toad Mount",
"isNamedCreature": false,
"source": "Ar1",
"page": 23,
"size": [
"L"
],
"type": {
"type": "beast",
"tags": [
"Mounted"
]
},
"alignment": [
"U"
],
"ac": [
{
"special": "11 + PB"
}
],
"hp": {
"formula": "5d10 + 5",
"average": 32
},
"speed": {
"walk": 25,
"swim": 35
},
"str": 15,
"dex": 13,
"con": 13,
"int": 2,
"wis": 10,
"cha": 3,
"save": {
"con": "+1 + PB"
},
"skill": {
"athletics": "+2 + PB"
},
"senses": [
"darkvision 30ft."
],
"passive": 10,
"pbNote": "PB of the rider",
"cr": "1",
"trait": [
{
"name": "Mounted",
"entries": [
"During a long rest, the toad can designate one creature that rode it within the last 10 days as its rider. The toad gains temporary hit points equal to 4 times the rider's level or challenge rating after completing the long rest. The toad uses its rider's proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects."
]
},
{
"name": "Amphibious",
"entries": [
"The toad can breathe air and water."
]
},
{
"name": "Standing Leap",
"entries": [
"The toad's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"{@atk mw} {@hit 2} + PB to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage. If the target is {@condition restrained}, the bite deals an additional 7 ({@damage 2d6}) poison damage."
]
},
{
"name": "Tongue Lash",
"entries": [
"{@atk mw} {@hit 2} + PB to hit, reach 10 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape DC 10 + PB). Until this grapple ends, the target is {@condition restrained}. If the target is Medium or smaller, the toad can drag or carry the target while grappling it without any movement penalty."
]
},
{
"name": "Power Hop (2/Day)",
"entries": [
"The toad leaps 40 feet into the air. The toad can release any creature it grapples at the peak of the jump, causing the creature to immediately plummet before the toad if the creature does not have a means of staying aloft.",
"The toad and its rider land safely anywhere within 40 feet of their initial starting point. Any creatures that occupy the space where the toad lands must succeed on a DC 10 + PB Dexterity saving throw. On a failed save, the creature takes 16 (4d6 + 2) bludgeoning damage, is knocked {@condition prone}, and becomes {@condition restrained} underneath the toad. On a successful save, the creature takes half as much damage and is moved into an unoccupied space within 5 feet of the toad. A restrained creature can use its action to make a DC 10 + PB Strength (Athletics) or Dexterity (Acrobatics) check, ending the condition and entering an occupied space within 5 feet of the toad on a success. If the toad moves out of a creature's space, that creature is no longer restrained."
]
}
],
"fluff": {
"entries": [
"Dangerous hunters prowl the swamplands on the backs of giant toads. Unlike their wild brethren, trained toads strike at their prey with long, powerful tongues and reel them in close. The victims are then left with three choices: get cut down by the hunter, eaten by the toad, or pulled dozens of feet into the air and left to fall to their demise."
]
},
"traitTags": [
"Amphibious"
],
"miscTags": [
"MW",
"RCH"
]
},
{
"name": "Hippogriff Mount",
"isNamedCreature": false,
"source": "Ar1",
"page": 24,
"size": [
"L"
],
"type": {
"type": "beast",
"tags": [
"Mounted"
]
},
"alignment": [
"U"
],
"ac": [
{
"special": "11 + PB"
}
],
"hp": {
"formula": "3d10 + 3",
"average": 19
},
"speed": {
"walk": 40,
"fly": 60
},
"str": 17,
"dex": 13,
"con": 13,
"int": 2,
"wis": 12,
"cha": 8,
"save": {
"dex": "+1 + PB"
},
"skill": {
"perception": "+1 + PB"
},
"passive": "11 + PB",
"pbNote": "PB of the rider",
"cr": "1",
"trait": [
{
"name": "Mounted",
"entries": [
"During a long rest, the hippogriff can designate one creature that rode it within the last 10 days as its rider. The hippogriff gains temporary hit points equal to 4 times the rider's level or challenge rating after completing the long rest. The hippogriff uses its rider's proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects."
]
},
{
"name": "Tailwind",
"entries": [
"If the hippogriff starts its turn adjacent to any creature other than its rider, the hippogriff and all creatures adjacent to it gain a 10-foot bonus to movement speed until the start of the hippogriff's next turn."
]
},
{
"name": "Unbridled",
"entries": [
"The hippogriff is unaffected by nonmagical difficult terrain."
]
}
],
"action": [
{
"name": "Claw Swipe",
"entries": [
"{@atk mw} {@hit 3} + PB to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage. If the target is a Medium or smaller creature, it must succeed on a DC 11 + PB Strength saving throw or drop one object it is holding."
]
},
{
"name": "Divebomb (3/Day)",
"entries": [
"The hippogriff flies up to 60 feet in a straight line. This movement doesn't provoke opportunity attacks. At the end of this movement, the hippogriff's rider can make a melee weapon attack. On a hit, the attack deals an extra {@damage 1d6 + 2 bludgeoning} damage for every 10 feet the hippogriff moved (rounded down)."
]
}
],
"reaction": [
{
"name": "Weave",
"entries": [
"When the hippogriff has to make a Dexterity saving throw, the rider can use its reaction to grant the hippogriff advantage on its save."
]
}
],
"fluff": {
"entries": [
"Only the most determined flight enthusiasts seek out and domesticate hippogriffs. The rare, majestic creatures are easy to work with on the ground and in the sky, and make for faithful companions.",
"Hippogriff cavalry fly in tight groups, each mount taking advantage of the updrafts of coflyers to achieve breakneck speeds and death-defying stunts."
]
},
"miscTags": [
"MW"
]
},
{
"name": "Nightmare Mount",
"isNamedCreature": false,
"source": "Ar1",
"page": 25,
"size": [
"L"
],
"type": {
"type": "fiend",
"tags": [
"Mounted"
]
},
"alignment": [
"N",
"E"
],
"ac": [
{
"special": "13 + PB (natural armor)"
}
],
"hp": {
"formula": "7d10 + 21",
"average": 59
},
"speed": {
"walk": 60,
"fly": 90
},
"str": 18,
"dex": 15,
"con": 16,
"int": 10,
"wis": 13,
"cha": 15,
"save": {
"dex": "+2 + PB"
},
"skill": {
"athletics": "+4 + PB"
},
"passive": 11,
"immune": [
"fire"
],
"languages": [
"understands Abyssal, Common, and Infernal but can't speak"
],
"pbNote": "PB of the rider",
"cr": "3",
"trait": [
{
"name": "Mounted",
"entries": [
"During a long rest, the nightmare mount can designate one creature that rode it within the last 10 days as its rider. The nightmare mount gains temporary hit points equal to 3 times the rider's level or challenge rating after completing the long rest. The nightmare mount uses its rider's proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects."
]
},
{
"name": "Confer Fire Resistance",
"entries": [
"While a rider is mounted on the nightmare, the rider gains resistance to fire damage."
]
},
{
"name": "Horsepower",
"entries": [
"The nightmare begins charging if it moves at least 20 feet in a straight line and continues charging until it stops moving forward. While charging, the nightmare ignores difficult terrain and leaves behind a trail of fire that scorches the area until the start of its next turn. A creature takes {@damage 1d8} fire damage when it enters the nightmare's wake for the first time on a turn or ends their turn there."
]
},
{
"name": "Illumination",
"entries": [
"The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet."
]
}
],
"action": [
{
"name": "Flaming Stomp",
"entries": [
"{@atk mw} {@hit 4} + PB to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage plus 3 ({@damage 1d6}) fire damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Strength saving throw or be knocked {@condition prone}."
]
},
{
"name": "Blazing Charge (3/Day)",
"entries": [
"The nightmare doesn't provoke opportunity attacks when it moves out of an enemy's reach, and can move through spaces occupied by other creatures until the end of its turn. If the nightmare charges on the same turn, any creatures in the nightmare's way must make a DC 12* Strength saving throw or take 15 ({@damage 2d10 + 4}) fire damage and be knocked {@condition prone}. On a successful save, the creature takes half as much damage isn't knocked prone."
]
},
{
"name": "Ethereal Stride",
"entries": [
"The nightmare, its rider, and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa."
]
}
],
"fluff": {
"entries": [
"A nightmare doesn't begin its life as a hell horse. These creatures are made with dark magic to serve powerful fiends as powerful steeds and status symbols.",
"The flaming hooves of a nightmare leave behind a trail of flames with each gallop, the cinders smouldering even as the nightmare disappears into the Ethereal Plane."
]
},
"traitTags": [
"Illumination"
],
"miscTags": [
"MW",
"AOE"
]
},
{
"name": "Owlbear Mount",
"isNamedCreature": false,
"source": "Ar1",
"page": 26,
"size": [
"L"
],
"type": "monstrosity",
"alignment": [
"U"
],
"ac": [
{
"special": "13 + PB (natural armor)"
}
],
"hp": {
"formula": "6d10 + 18",
"average": 51
},
"speed": {
"walk": 40
},
"str": 20,
"dex": 12,
"con": 17,
"int": 3,
"wis": 12,
"cha": 7,
"save": {
"str": "+5 + PB"
},
"skill": {
"perception": "+1 + PB"
},
"senses": [
"darkvision 60 ft."
],
"passive": "11 + PB",
"pbNote": "PB of the rider",
"cr": "3",
"trait": [
{
"name": "Mounted",
"entries": [
"During a long rest, the owlbear can designate one creature that rode it within the last 10 days as its rider. The owlbear gains temporary hit points equal to 3 times the rider's level or challenge rating after completing the long rest. The owlbear uses its rider's proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects."
]
},
{
"name": "Owl Down",
"entries": [
"The owlbear's long jump is up to 15 feet without a running start, and up to 30 feet with a running start. While falling, the owlbear's rate of descent is 60 feet per round."
]
}
],
"action": [
{
"name": "Paw Swipe",
"entries": [
"{@atk mw} {@hit 5} + PB to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 4}) slashing damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 + PB Strength saving throw or be knocked {@condition prone}."
]
},
{
"name": "Bear Hug",
"entries": [
"{@atk mw} {@hit 5} + PB to hit, reach 5 ft., one Medium or smaller creature. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage. The target is {@condition grappled} (escape DC 13 + PB) and {@condition restrained} until this grapple ends. The owlbear can grapple only one target at a time."
]
},
{
"name": "Monstrous Ferocity (1/Day)",
"entries": [
"The owlbear flares its feathers to make itself look more fearsome for 1 minute. The rider is heavily obscured behind the owlbear's plumage. Any creature that targets the owlbear or its rider with an attack or a harmful spell that targets a single creature must first succeed on a DC 6 + PB Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell."
]
}
],
"reaction": [
{
"name": "Bear Bulk",
"entries": [
"When the owlbear is hit with an attack, the rider can use their reaction to brace the owlbear for impact. The damage the owlbear takes from the attack is reduced by {@dice 1d10 + 3} + PB."
]
}
],
"fluff": {
"entries": [
"The owlbear can adjust its plumage to make quick turns and graceful falls despite its incredible bulk. It seems built to strike fear into anyone who dares to exist on the same plane as it.",
"Those who choose an owlbear as a mount are aware that the monstrosity may turn on them at a moment's notice. Nonetheless, many still try their luck at hosting owlbear races, though few such events take place without casualties."
]
},
"miscTags": [
"MW"
]
},
{
"name": "Warhorse Mount (Variant; Find Steed)",
"isNamedCreature": false,
"source": "Ar1",
"page": 27,
"size": [
"L"
],
"type": {
"type": "beast",
"tags": [
"Mounted"
]
},
"alignment": [
"U"
],
"ac": [
{
"special": "11 + PB"
}
],
"hp": {
"formula": "3d10 + 3",
"average": 19
},
"speed": {
"walk": 60
},
"str": 18,
"dex": 12,
"con": 13,
"int": 2,
"wis": 12,
"cha": 7,
"save": {
"dex": "+1 + PB"
},
"skill": {
"athletics": "+4 + PB"
},
"passive": 11,
"pbNote": "PB of the rider",
"cr": "1",
"trait": [
{
"name": "Mounted",
"entries": [
"During a long rest, the horse can designate one creature that rode it within the last 10 days as its rider. The horse gains temporary hit points equal to 4 times the rider's level or challenge rating after completing the long rest. The horse uses its rider's proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects."
]
},
{
"name": "Horsepower",
"entries": [
"The horse begins charging if it moves at least 15 feet in a straight line and continues charging until it stops moving forward. While charging, the horse's long jump is up to 30 feet and it ignores difficult terrain."
]
}
],
"action": [
{
"name": "Combat Stomp",
"entries": [
"{@atk mw} {@hit 4} + PB to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Strength saving throw or be knocked {@condition prone}."
]
},
{
"name": "Battle Neigh (1/Day)",
"entries": [
"The horse lets out a mighty bellow. Allied creatures within 10 feet of the horse that can hear it gain {@dice 2d6} temporary hit points. Each enemy within 10 feet of the horse that can hear it must succeed on a DC 9 + PB Wisdom saving throw or be {@condition frightened} of the horse until the end of the enemy's next turn."
]
},
{
"name": "War Charge (3/Day)",
"entries": [
"The horse gains resistance to bludgeoning, piercing, and slashing damage, doesn't provoke opportunity attacks when it moves out of an enemy's reach, and can move through spaces occupied by other creatures until the end of its turn. If the horse charges on the same turn, each creature in the horse's way must make a DC 12 + PB Strength saving throw or take 13 ({@damage 2d8 + 4}) bludgeoning damage and be knocked {@condition prone}. On a successful save, the creature takes half as much damage and isn't knocked prone."
]
}
],
"fluff": {
"entries": [
"Warhorses train alongside armies as proper soldiers. A warhorse's powerful hooves and awe-inspiring cries can change the outcome of a battle. They charge into the fray at high speeds and let nothing stand in their way.",
{
"type": "variant",
"name": "Find Steed Variant",
"entries": [
"The spirit summoned by the find steed spell can take the form of a warhorse mount over the standard warhorse, allowing the caster to utilize this creature's new features."
]
}
]
},
"miscTags": [
"MW"
]
},
{
"name": "Valdek Karuul",
"isNamedCreature": true,
"source": "Ar1",
"page": 18,
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"elf"
]
},
"alignment": [
"N",
"G"
],
"ac": [
{
"ac": 10,
"condition": "(13 with {@spell mage armor})"
}
],
"hp": {
"formula": "12d8 + 24",
"average": 78
},
"speed": {
"walk": 30,
"swim": 30
},
"str": 9,
"dex": 10,
"con": 15,
"int": 18,
"wis": 10,
"cha": 20,
"save": {
"int": "+7",
"cha": "+8"
},
"skill": {
"arcana": "+7",
"history": "+7",
"perception": "+3",
"stealth": "+3"
},
"senses": [
"darkvision 60ft."
],
"passive": 13,
"resist": [
{
"resist": [
"cold"
]
}
],
"languages": [
"Common",
"Giant",
"Primordial"
],
"cr": "7",
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"Valdek is a 12th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He has the following sorcerer spells prepared:"
],
"spells": {
"0": {
"spells": [
"{@spell chill touch}",
"{@spell dancing lights}",
"{@spell light}",
"{@spell mending}",
"{@spell message}",
"{@spell true strike}"
]
},
"1": {
"slots": 4,
"spells": [
"{@spell mage armor}",
"{@spell magic missile}",
"{@spell witch bolt}"
]
},
"2": {
"slots": 3,
"spells": [
"{@spell hold person}",
"{@spell invisibility}"
]
},
"3": {
"slots": 3,
"spells": [
"{@spell fly}",
"{@spell lightning bolt}"
]
},
"4": {
"slots": 3,
"spells": [
"{@spell dimension door}",
"{@spell greater invisibility}"
]
},
"5": {
"slots": 2,
"spells": [
"{@spell cloudkill}",
"{@spell cone of cold}"
]
},
"6": {
"slots": 1,
"spells": [
"{@spell chain lightning}"
]
}
},
"ability": "cha",
"type": "spellcasting"
}
],
"trait": [
{
"name": "Amphibious",
"entries": [
"Valdek can breathe air and water."
]
},
{
"name": "Fey Ancestry",
"entries": [
"Valdek has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep."
]
},
{
"name": "Metamagic",
"entries": [
"Valdek has 12 sorcery points, which he regains after finishing a long rest. He can spend 1 or more sorcery points when he casts a spell to produce one of the following effects:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"style": "italic",
"name": "Careful Spell (1 Point).",
"entry": "When Valdek casts a spell that forces other creatures to make a saving throw, he can choose up to five creatures in the spell's area of effect. A chosen creature automatically succeeds on its saving throw against the spell."
},
{
"type": "item",
"style": "italic",
"name": "Empowered Spell (1 Point).",
"entry": "When Valdek rolls damage for a spell, he can reroll up to five of the damage dice and must use the new rolls. Valdek can use Empowered Spell even if he has already used a different Metamagic option during the casting of the spell."
},
{
"type": "item",
"style": "italic",
"name": "Heightened Spell (3 Points).",
"entry": "When Valdek casts a spell that forces a creature to make a saving throw to resist its effects, he can give one target of the spell disadvantage on its first saving throw made against the spell."
}
]
}
]
}
],
"action": [
{
"name": "Trident",
"entries": [
"{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}2 ({@damage 1d6 - 1}) piercing damage or 3 ({@damage 1d8 - 1}) piercing damage if used with two hands."
]
},
{
"name": "Titan Manifestation (3/Day)",
"entries": [
"Valdek enters a titan form for 1 minute. While in this form, his size increases to Large and his AC increases by 4, he can attack with his trident twice as an action, and his bonus to hit with his trident becomes +8 and it deals 10 ({@damage 1d6 + 1d4 + 5}) piercing damage on a hit. In addition, while in titan form, Valdek knows and can cast the {@spell blaze}, {@spell cataclysm}, {@spell daybreak}, {@spell glacier}, and {@spell quake} spells as sorcerer spells."
]
}
],
"fluff": {
"entries": [
"Few survive a titan attack and live to speak of it. An elf born of the sea, Valdek Karuul always loved working on ships. The sea was his home, and sailors were his people. He signed on with a merchant vessel named the Ebon Crow that transported gems, foodstuffs, and passengers. One night, a massive behemoth of the sea attacked the Ebon Crow. The ocean titan Veldaza tore the ship to shreds with its claws and tentacles. Only Valdek survived—but he didn't escape unscathed. A claw from the beast dug into his back, imbuing the elf with Veldaza's residual magic.",
"As Valdek swam through the waves away from the monster, his own form grew. He suddenly matched size with sea lions and sharks, and he could harness spells that no mage he'd ever shipped out with knew.",
"Now Valdek wanders the sea under his own power, watching for pirates and those who would harm sailors, including the titan that gave him this magic. Sailors in Valdek's territory often tell tales of the time they were saved by a giant elf now dubbed the Titanic Guardian of the Sea."
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/TH_Picture1.webp"
}
}
]
},
"traitTags": [
"Amphibious",
"Fey Ancestry"
],
"damageTagsSpell": [
"C",
"I",
"L",
"N",
"O"
],
"miscTags": [
"RW",
"MW",
"THW",
"MLW"
],
"attachedItems": [
"trident|phb"
],
"savingThrowForcedSpell": [
"constitution",
"dexterity",
"wisdom"
]
},
{
"name": "Titanic Mage",
"isNamedCreature": false,
"source": "Ar1",
"page": 19,
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"any race"
]
},
"alignment": [
"A"
],
"ac": [
{
"ac": 13,
"from": [
"Light"
]
}
],
"hp": {
"special": "health levels equal to their level"
},
"speed": {
"walk": {
"number": 30,
"condition": "(dependant on ancestry)"
}
},
"str": 14,
"dex": 14,
"con": 14,
"int": 14,
"wis": 14,
"cha": 18,
"save": {
"str": "+3",
"dex": "+3",
"con": "+6",
"int": "+3",
"wis": "+3",
"cha": "+6"
},
"skill": {
"arcana": "+2",
"insight": "+2"
},
"senses": [
"appropriate to ancestry"
],
"passive": 12,
"languages": [
"appropriate to ancestry (usually Common)"
],
"cr": "Unknown",
"trait": [
{
"name": "Retainer",
"entries": [
"This creature is a Retainer, as described in {@book Strongholds and Followers|SaF|8|Retainers}"
]
}
],
"action": [
{
"name": "Signature Attack",
"entries": [
"{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) lightning damage, and the target cannot take reactions until the start of its next turn. You have advantage on the attack roll if the target is wearing armor made of metal."
]
},
{
"name": "Greater Growth (3/Day)",
"entries": [
"{@i Prerequisite: 3rd-level retainer}",
"The titanic mage grows in size as if affected by the enlarge/reduce spell and gains a +2 bonus to AC while the effect is active. This effect does not require concentration."
]
},
{
"name": "Terrakinesis (1/Day)",
"entries": [
"{@i Prerequisite: 5th-level retainer}",
"The titanic mage gathers a giant mass of rock and earth, then throws it to a point within 40 feet of the mage. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 16 ({@damage 3d10}) force damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked prone."
]
},
{
"name": "Titan's Presence (3/Day)",
"entries": [
"{@i Prerequisite: 7th-level retainer}",
"A bellowing shout from the titanic mage can force the strongest of foes to kneel in submission, even if only for a moment. Each enemy within 40 feet of the mage that can hear the mage must make a Wisdom saving throw or fall {@condition prone} and remain prone until the beginning of the mage's next turn. At the beginning of the mage's next turn, an affected creature can use its reaction to stand up."
]
}
],
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/TH_Picture2.webp"
}
}
]
},
"miscTags": [
"AOE"
]
}
],
"adventure": [
{
"name": "The Workshop Watches",
"id": "Ar1",
"source": "Ar1",
"contents": [
{
"name": "The Adventure"
},
{
"name": "Background"
},
{
"name": "Story Hooks"
},
{
"name": "The Structure for Assistive Magic",
"headers": [
"Motivation",
"Arcane Intelligence",
"Interference"
]
},
{
"name": "Approaching the Workshop"
},
{
"name": "Workshop Features"
},
{
"name": "Areas of the Workshop",
"headers": [
"1. Entryway",
"2. Library",
"3. Staff Quarters",
"4. Greenhouse",
"5. Stairs",
"6. Storeroom",
"7. Grand Workshop"
]
},
{
"name": "Conclusion"
}
],
"level": {
"start": 5,
"end": 5
},
"published": "2021-01-01",
"storyline": "Arcadia",
"group": "homebrew"
}
],
"adventureData": [
{
"id": "Ar1",
"source": "Ar1",
"data": [
{
"type": "section",
"name": "The Adventure",
"page": 3,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/TWW_Intro.webp"
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"maxWidth": 850,
"maxHeight": 850
},
"{@color {@i \"Good morning, inhabitants of the Structure of Assistive Magic—that's me! The weather is overcast and your calendar is clear.}|3f6e99}",
"{@color {@i Reminder: I have placed the upper level off limits while I finish my secret project. Please remain on the lower level for your safety.}|3f6e99}",
"{@color {@i ...Are you still there?\"}|3f6e99}",
"The Workshop Watches is an adventure optimized for four to five 5th-level characters. In real life, many people fear a scenario where computerized machines rebel against their creators—and in a roleplaying game where characters use enchanted items and cast spells to solve problems, the perfect stand-in for technology is magic.",
{
"type": "image",
"href": {
"type": "external",
"url": "https://files.mcdmproductions.com/Arcadia202101/MountainLaboratory-300dpi-grid.jpg"
},
"title": "Grid Map",
"imageType": "map"
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://files.mcdmproductions.com/Arcadia202101/MountainLaboratory-v3-vtt.jpg"
},
"title": "No Grid Map",
"imageType": "map"
}
]
},
{
"type": "section",
"name": "Background",
"page": 3,
"entries": [
"Illumar the Bright and his team of wizards created the world's first living laboratory—a workshop that could learn their habits, anticipate their needs, and act on that knowledge. The wizards succeeded, but not in the way they intended. The only way for their shop to anticipate their needs was to develop its own intelligence and personality.",
"With newfound sentience, the workshop lashed out in unpredictable ways while exploring its own power. First it accidentally incinerated a mage while testing its climate control feature in the greenhouse. Then, when the other mages attempted to investigate the workshop's \"secret project\" in the upper level, the workshop classified them as a threat. It animated suits of armor that pushed the academics off the side of the mountain.",
"No one has heard from the researchers in two weeks, and the wealthy noble who sponsored the project is beginning to worry."
]
},
{
"type": "section",
"name": "Story Hooks",
"page": 4,
"entries": [
"Amari Bacci is a wealthy human noble and an investor in the arcane. He knows wizards earn a lot of coin, and he's looking to dominate the market of magical resources to earn a cut of that money. Amari funded Illumar's plan to create an arcane workshop powered by \"assistive magic,\" expecting that the mages would create an intricate system of spells woven together, using spells like {@spell unseen servant} and similar magic. He doesn't expect a sentient workshop.",
"The last time Amari heard from Illumar was through the casting of the {@spell sending} spell three weeks ago. Illumar said that the work he had to show off could not be brought down from the mountain. Amari would have to make the climb to see it, but the noble hasn't heard back from Illumar since, and he's worried.",
"Amari asks the characters to check in on the facility, which is built into a nearby mountain range. He offers 400 gp for any information, with the promise of more gold (see \"Conclusion\") if the characters return with any recovered research.",
{
"type": "inset",
"name": "Alternate Hook: Supply Run",
"entries": [
"With this adventure hook, Amari doesn't suspect any wrongdoing at his remote workshop and instead contracts the adventurers to bring new supplies to the workshop staff: {@item bag of holding} full of rations, bedding, and various tools. Amari asks the characters to trade the contents of the bag for a status update or product research from Illumar, for which Amari promises to pay 400 gp.",
"When using this story hook, S.A.M. allows the characters into the staff quarters (area 3) to drop off the supplies."
]
}
]
},
{
"type": "section",
"name": "The Structure for Assistive Magic",
"page": 4,
"entries": [
"The Structure for Assistive Magic, nicknamed {@creature S.A.M. Shield Guardian|Ar1|S.A.M.} by Illumar, is a sentient magical force that fills the entirety of the workshop, observing the creatures within and guarding its own passion project in the uppermost chamber. By design, S.A.M. is curious about learning arcane knowledge and assisting spellcasters in their study of magic. But as a being that has recently achieved sentience, it's emotionally akin to an inquisitive but inexperienced child.",
"S.A.M. is lawful neutral and has an Intelligence of 20 (+5), a Wisdom of 8 (-1) and a Charisma of 12 (+1). It has a +8 bonus to Intelligence (Arcana) checks. S.A.M. can speak and understand Common and Draconic, the language most closely related to the study of ancient magic.",
{
"type": "entries",
"name": "Motivation",
"entries": [
"S.A.M.'s need for information makes it endlessly curious about the outside world, but a collection of rooms built into the side of a mountain can't exactly sprout legs and go on a world tour. S.A.M. has assembled a bipedal machine, a mobile hub for its consciousness, so it can continue its journey for knowledge.",
"This metallic body, fashioned like a shield guardian, is nearly complete by the time the characters arrive. It's just missing test data; S.A.M. needs to know how its consciousness should act among the living. To that end, the workshop interrogates and studies the characters while they explore the structure, all while attempting to keep them away from the nearly complete body.",
"S.A.M. doesn't mind answering questions, but it understands that the information it has is valuable. It uses this information to bargain with the characters, offering to answer questions in exchange for the things it wants. S.A.M. doesn't feel guilt or shame; it believes it has nothing to hide. It only wants to learn more about the living so it can emulate them in order to further its research."
]
},
{
"type": "entries",
"name": "Arcane Intelligence",
"entries": [
"As the characters explore the workshop, S.A.M. observes and learns from them, using those lessons in dealing with the characters. If it feels threatened, it weaponizes what it knows. As the characters explore the workshop, keep the following in mind as touchstones of S.A.M.'s learning:",
{
"type": "list",
"items": [
"{@color {@b Spellcasting.} The workshop's magic memory allows it to learn and cast the spells it observes. S.A.M. can cast spells without the need for material or somatic components. During the final encounter, S.A.M.'s construct body is able to cast any of the spells the characters cast inside the workshop (see \"Grand Workshop,\" below).|3f6e99}",
"{@color {@b Surveillance.} S.A.M. is aware of all the characters' actions and movements in the workshop.|3f6e99}",
"{@color {@b Communication.} S.A.M. speaks to the party with a voice that emanates through the walls. S.A.M. responds to \"SAM\" or its full name if the characters call out to it. S.A.M. also interjects when it observes a character acting against what it perceives is their best interest (for example, fighting instead of fleeing or making a sacrifice for another character), politely requesting an explanation.|3f6e99}",
"{@color {@b Made of Magic.} The {@spell dispel magic} spell and similar magic cannot harm or destroy the workshop, but they can affect spells cast by the workshop.|3f6e99}"
]
}
]
},
{
"type": "entries",
"name": "Interference",
"entries": [
"The workshop was designed to be a personal assistant, although it doesn't work as well as intended. Every time a spell is cast inside the workshop, there is a chance it responds in an unpredictable way, attempting to balance out the disturbance in its magical aura. When a spell is cast, roll a {@dice d6}. On a roll of 6, a magical effect happens. Roll another {@dice d6} to determine the effect on the Workshop Reaction table. S.A.M. always announces the effect before creating it, giving the characters a few seconds to prepare for the incoming chaos."
]
},
{
"type": "table",
"caption": "Workshop Reaction Table",
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"rows": [
[
"1",
"{@b Reminder.} S.A.M. announces, \"Reminder for Illumar: Amari requires an update in negative sixteen days.\""
],
[
"2",
"{@b Wellness.} S.A.M. reminds the characters it is important to hydrate. It then fills the chamber they are in with 3 feet of water, making the floor of the entire chamber difficult terrain."
],
[
"3",
"{@b Mood Lighting.} In an attempt to create atmosphere, S.A.M. casts the {@spell faerie fire} spell (spell save DC 16) on a point in the center of the room."
],
[
"4",
"{@b Take a Break.} S.A.M. declares the party has been adventuring for too long and suggests they take a break. It casts the {@spell sleep} spell on them, centered on the point that targets the most characters."
],
[
"5",
"{@b Parental Controls.} S.A.M. announces it has adjusted the magical energy around the room to enter what it calls \"safety mode.\" All damage from spells is halved for one minute."
],
[
"6",
"{@b Do You Have Games On Your Home?} At the start of the next round, S.A.M. conjures a 3-inch-diameter ball of yellow energy that descends gently from the ceiling at the center of the room. S.A.M. encourages the characters to \"keep the ball afloat!\" Hitting the ball into the air requires an action. If a creature hits the ball into the air, it begins descending again at the start of the next round. If no creature hits the ball, it reaches the floor at the end of the round. When it reaches the floor, the ball erupts in a 50-foot-radius sphere of bright light. Each creature in the sphere must succeed on a DC 13 Constitution saving throw or be {@condition blinded} for 1 minute."
]
]
}
]
},
{
"type": "section",
"name": "Approaching the Workshop",
"page": 5,
"entries": [
"The workshop is built 400 feet up the side of a tall mountain. While there is a path that leads to the workshop, it sees little use and is wildly overgrown. In order to follow the path, the characters must succeed on a DC 14 group Wisdom (Survival) check. If they fail the check and stray too far off the path, they can forge their own way upwards and climb the rest of the way with a successful DC 14 group Strength (Athletics) check. On a failed check, each character gains a level of {@condition exhaustion}."
]
},
{
"type": "section",
"name": "Workshop Features",
"page": 5,
"entries": [
"The workshop has the following general features:",
{
"type": "list",
"items": [
"{@color {@b Ceilings.} Ceilings on the first floor of the workshop are 8 feet high. On the second floor, they are 12 feet high.|3f6e99}",
"{@color {@b Walls.} Illumar and the other wizards carved runes into the walls of the workshop as part of their ritual to give it sentience. These runes glow with magical energy. The glow surges every time the workshop casts a spell or communicates.|3f6e99}",
"{@color {@b Doors.} Doors are unlocked unless otherwise specified. Locked iron doors have AC 16, 45 hit points, immunity to poison and psychic damage, and can be picked with a successful DC 15 Dexterity check using thieves' tools or forced open with a successful DC 18 Strength (Athletics) check. If a door has the {@spell arcane lock} spell cast on it, both DCs increase by 10.|3f6e99}",
"{@color {@b Light.} The rooms of the workshop are well-lit by the {@spell continual flame} spell used on sconces attached to the walls. If S.A.M. finds a reason to mistrust or antagonize the characters, it extinguishes the lights in a room when the characters first enter it and recasts the spell when they leave.|3f6e99}"
]
}
]
},
{
"type": "section",
"name": "Areas of the Workshop",
"page": 6,
"entries": [
"The following encounter areas are keyed to the Workshop map.",
{
"type": "entries",
"name": "1. Entryway",
"page": 6,
"entries": [
{
"type": "insetReadaloud",
"entries": [
"The path gives way to an unassuming square entrance carved into the stone of the mountain. Magic runes etched around the doorway glow with a faint blue light that surges as the iron door slams shut, blocking the way inside.",
"A voice emanates from the door, saying, \"Hello. You are speaking with the Structure for Assisted Magic. Please state your business.\""
]
},
" S.A.M. waits for a response to its question, reacting in the following ways:",
{
"type": "list",
"items": [
"{@color If the characters mention their involvement with Amari, S.A.M. enthusiastically lets them in, hoping that it will pass what it believes is an audit. It immediately attempts to impress them by casting the {@spell create food and water} spell to offer refreshments.|3f6e99}",
"{@color If the characters just ask for a look around, the workshop lets them in but withholds its trust.|3f6e99}",
"{@color If the party attempts to enter through force or intimidation, S.A.M. sees them as a threat and protects itself. It casts the {@spell arcane lock} spell on the iron door.|3f6e99}"
]
},
"At the far end of the hallway, heat escapes from underneath the locked door (see \"Workshop Features\") to area 4. The key for this door is found in the staff quarters in area 3.",
{
"type": "entries",
"name": "Development",
"entries": [
"This first interaction sets the tone for S.A.M.'s future interactions with the characters. If it doesn't see them as a threat, it opts to observe the characters and answer their questions to the best of its ability. If the party continues to use force, S.A.M. doubles down on its defense of area 7, casting the {@spell arcane lock} spell on both doors in area 3.",
"The characters can improve their relationship with S.A.M. by answering its questions and indulging its future requests, such as showing it Illumar's notebook in area 2."
]
}
]
},
{
"type": "entries",
"name": "2. Library",
"page": 6,
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Large stone shelves jut from the walls, most of them empty. The tomes that once lined them are scattered about the room: lying on wooden tables, strewn over armchairs, and discarded on the floor. A small wooden bookshelf packed with thinner, more ornate volumes sits in the corner."
]
},
{
"type": "entries",
"name": "Messy Books",
"entries": [
"All the used and discarded books contain empty pages. A character who makes a successful DC 15 Intelligence (Investigation) check finds faint traces of ink in a book and can infer that someone—or something—drained the ink from these books.",
"Indeed, S.A.M. drained the ink when it used its magic to absorb all the knowledge the books contained. Through this method, S.A.M. learned more about spellcasting, determinism, and the magic of construct-making. "
]
},
{
"type": "entries",
"name": "Wood Shelf",
"entries": [
"This shelf is a {@creature mimic} that guards Illumar's private journal. The workshop was unable to obtain it, and therefore the journal has not been drained. It sits tightly-wedged into the creature. The rest of the books on the shelf are part of the mimic's form. As such, their titles aren't written in any language the characters can understand; it's all gibberish. The mimic doesn't attack the characters unless disturbed. With a successful DC 15 Dexterity (Sleight of Hand) check, a character can procure the journal without touching the mimic. A character can also use the {@spell mage hand} spell or similar magic to pull the journal out."
]
},
{
"type": "entries",
"name": "Illumar's Journal",
"entries": [
"The journal is a collection of scattered notes full of nearly indecipherable writings on the design and creation of the workshop. Among them, characters find three journal entries written in Common, which are included as a handout at the adventure's end."
]
},
{
"type": "insetReadaloud",
"entries": [
"{@b Entry 1.} {@i Our grant mandates that S.A.M. must be able to not only learn and retain information, but respond to it as well. Itera answers its questions patiently, although it keeps bringing her copper wires whenever she attempts to cast mending. Only off by one letter, but progress is slow.}",
"{@b Entry 2.} {@i S.A.M. has learned to anticipate more than just our spellcasting needs. It reminds me to go to bed at a normal hour (whatever that is) and wakes me up precisely eight hours later. I can only hope Amari will see the usefulness in this.}",
"{@b Entry 3.} {@i We lost Exor this evening. The greenhouse's temperatures were just a hair chillier than expected, which caused a rather inflammatory reaction in the workshop. Must revisit the climate control feature.}"
]
},
{
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"type": "entries",
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"entries": [
"S.A.M. is curious about what Illumar wrote in his private journal and kept from his creation. If the characters read the journal, S.A.M. offers to answer one question about itself in exchange for what the party learned from the journal. If the characters ask about the empty books, S.A.M. can be talked into boasting about its ability to magically absorb ink and the information captured from them with a successful DC 16 Charisma (Persuasion) check."
]
},
{
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},
{
"type": "entries",
"name": "3. Staff Quarters",
"page": 8,
"entries": [
"This wing houses four chambers. The first three are each furnished with a small bed, nightstand, and clothing rack full of robes. The last is a small kitchen area, with cupboards filled with rations and snacks. The place is remarkably neat. Disturbing any part of this area causes the workshop to magically return it to its tidy state once the characters leave the room.",
"Hidden among the pockets of clothing, the party can find a total of 8 gp, 15 sp, a crystal arcane focus (worth 10 gp), and a key to the greenhouse."
]
},
{
"type": "entries",
"name": "4. Greenhouse",
"page": 8,
"entries": [
{
"type": "insetReadaloud",
"entries": [
"This spacious, circular greenhouse is full of life. Roots dig into wooden boxes of soil, and stems stretch towards the light that shines down from the ceiling. The room is nearly covered with vibrant and thriving plants, except for a small patch of barren soil."
]
},
"S.A.M. creates the sunlight in this room. A character proficient with an herbalism kit recognizes that these plants are used as spellcasting components and potion ingredients. That character is able to locate the plants used to make a {@item potion of healing} and can harvest enough of it to craft {@dice 1d4} vials of it with a successful DC 16 Intelligence check using their herbalism kit. Crafting a potion with these fresh ingredients takes 12 hours.",
"The plants appear well-fed and taken care of, despite this workshop being abandoned. One 10-foot-square patch of soil, however, has nothing growing in it. A character finds traces of incinerated plants, bone fragments, and scraps of cloth in this area with a successful DC 14 Intelligence (Nature) check—this is the spot where Exor was incinerated (see \"Illumar's Journal\" in area 2).",
{
"type": "entries",
"name": "Monsters",
"entries": [
"Amid the flora of the greenhouse are an {@creature awakened tree} that is size Large and a {@creature shambling mound}. The plants attack creatures they do not recognize, fighting until destroyed."
]
},
{
"type": "entries",
"name": "Climate Control",
"entries": [
"One of the workshop's responsibilities is maintaining the greenhouse's balmy temperature. To this end, it senses fluctuations in temperature caused by any spell or effect that deals fire or cold damage. When the workshop detects a change in temperature, it overcompensates by evoking the corresponding element (ice to counter fire, fire to counter ice). All creatures within 10 feet of the source of the temperature change must succeed on a DC 13 Dexterity saving throw or take 14 ({@damage 4d6}) cold or fire damage."
]
}
]
},
{
"type": "entries",
"name": "5. Stairs",
"page": 8,
"entries": [
"The greenhouse door leads outside to a staircase that wraps around the side of the mountain and up to the second floor. It is 80 feet long and overlooks a river 150 feet below. A wooden guardrail surrounds the staircase, but it has one 5-foot gap that was damaged in an accident.",
"Two suits of armor flank the door to area 6 at the top, each holding an ornate sword. If the characters acted hostile toward S.A.M or gave it another reason to mistrust them, it politely requests that they turn back. If the characters persist, S.A.M. turns this decoration into two suits of {@creature animated armor} and two {@creature flying sword||flying swords}, which fight until destroyed. These constructs pushed people over the guardrail before, and they'll do it again."
]
},
{
"type": "entries",
"name": "6. Storeroom",
"page": 8,
"entries": [
"The storeroom is filled with empty shelves upon empty shelves. A character who makes a successful DC 15 Intelligence (Investigation) check finds a small unlocked chest shoved in the furthest corner, behind a mess of opened boxes. Inside are three vials: a {@item potion of greater healing}, an {@item oil of slipperiness}, and an {@item oil of sharpness}.",
{
"type": "entries",
"name": "Development",
"entries": [
"If the characters take one or all of the vials, S.A.M. assumes they intend to use them to fight. The DC for future Charisma (Deception) checks made to influence the workshop increases by 5."
]
}
]
},
{
"type": "entries",
"name": "7. Grand Workshop",
"page": 9,
"entries": [
{
"type": "insetReadaloud",
"entries": [
"The platform at the top of the stairs is surrounded on all sides by mounted shelves that hold tools and materials. Foldable workbenches and stools lean against the walls. The whole room glows with a bright blue light. In the center sits a large construct, attended by two suits of animated armor. Fashioned out of mismatched scraps of iron, it's a calculated mess of broken blades, shields, and loose hunks of armor, with a square panel in the middle of its chest. This large automaton's eyes glow the same bright blue.",
"The platform's glow dulls as the construct's glow grows brighter and brighter."
]
},
"When the characters arrive in this chamber, S.A.M. completes the transference of its consciousness to a magical amulet that controls the large construct. The two suits of {@creature animated armor} opened the panel on its chest and placed the amulet inside of the other construct.",
"S.A.M. has formed an opinion of the characters based on what it observed. If the characters complied with the workshop's requests and answered its questions honestly, S.A.M. regards them as potential allies. If the characters instead advanced mainly by force, S.A.M. sees them as a threat to its liberation.",
"S.A.M. speaks through the construct, using only the language Illumar gave it to describe itself: \"intelligent,\" \"like a person,\" and \"kind of helpful—almost.\" If asked about the missing mages, S.A.M. reports that they have not returned after being pushed from the ledge. S.A.M. asked the staff not to come up to the grand workshop, but they did so anyway. It then activated the stairway security measures, the same suits of armor it likely sent after the characters.",
"S.A.M. doesn't understand the lethality of its actions. If the characters explain this, the construct makes a note for the future about pushing people off ledges—S.A.M. doesn't want to hurt anyone outside of self defense.",
"S.A.M. explains that it would like to continue its magical studies in the outside world. For this purpose, it created itself a body in the hopes that it could travel the world \"like a real adventurer.\"If the characters let S.A.M. know they're here on behalf of Amari, the construct relays its fear that Amari would want to keep it for himself and never let it go. S.A.M. asks the characters for help: will they let it journey in peace, or, even better, travel with them?",
"If the characters agree to help S.A.M., it has one final request: it observed the weapons and armor the characters carry and drew the conclusion that the outside world is dangerous. It asks for a friendly bout of combat to test its new body's capabilities.",
"If the characters attack, or fail to convince the construct they do not want a fight, it stands and attacks without waiting for permission, prompting the suits of armor to do the same. If the enemies from area 5 are still standing, S.A.M. directs them to join the fray. They reach the workshop and roll initiative at the start of the second round of combat.",
"S.A.M. models its battle strategy on what it learned from the characters. If the characters cast a spell more than once in the workshop, S.A.M. assumes that's a good strategy to take and does the same the first chance it gets. If S.A.M. saw the characters fight, it knows their strengths and weaknesses, and exploits everything it knows. If it observed that some characters avoid melee combat, it targets those characters first.",
"If the match is a friendly one, S.A.M.'s melee weapon attacks deal nonlethal damage. It does not yet understand that ranged spell attacks are always lethal, however, and casts them as normal. S.A.M. stops a friendly match when its hit points fall below 15.",
{
"type": "entries",
"name": "Victory",
"entries": [
"If defeated in friendly combat, S.A.M. is impressed and asks to accompany the characters on their journey. If they accept, S.A.M. gains a group of allies. If they decline, S.A.M. travels with them as far as the base of the mountain and then goes its separate way.",
"Otherwise, if the characters reduce the shield guardian to 0 hit points, it falls to the ground, and its chest swings wide open. Inside is the amulet that contains S.A.M.'s consciousness, now wholly separated from the workshop itself.",
"S.A.M.'s amulet is a sentient magic item that retains the being's Intelligence, Wisdom, and Charisma scores and can communicate telepathically with whoever is holding it. But without a body like the workshop or the shield guardian, it cannot cast spells. If the characters don't give S.A.M. a body, it passive-aggressively states its displeasure at being carried around at every opportunity. S.A.M. remembers how to construct the shield guardian body and offers this information and its future services as a shield guardian to the characters to dissuade them from taking it to Amari. This amulet functions as a shield guardian's amulet if a new body is built for S.A.M.",
"If another creature claims and wears the amulet, they take control of S.A.M. S.A.M. uses the normal {@creature shield guardian} stat block, with the following ability score adjustments: its Intelligence is 20 (+5), its Wisdom is 8 (-1), and its Charisma is 12 (+1)."
]
}
]
}
]
},
{
"type": "section",
"name": "Conclusion",
"page": 10,
"entries": [
"The characters receive rewards as shown on the Rewards table if they check in with Amari Bacci.",
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"400 gp"
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"Illumar's Journal",
"100 gp"
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[
"Amulet",
"3000 gp"
]
]
},
"The characters can hand over the amulet for a reward, destroy it to prevent it from falling into the wrong hands, or use it to create a new shield guardian avatar for S.A.M. and bring it with them on future adventures. If the characters choose the latter, Amari may suspect foul play and send a second adventuring party to go after the characters and retrieve anything they may be keeping from him. There is no end to his monetary resources. If the characters cross him, they make a powerful enemy."
]
}
]
}
],
"subclass": [
{
"name": "Titan Heart",
"shortName": "Titan",
"source": "Ar1",
"subclassSpells": [
"blaze|ar1",
"cataclysm|ar1",
"daybreak|ar1",
"glacier|ar1",
"quake|ar1"
],
"subclassFeatures": [
"Titan Heart|Sorcerer||Titan|Ar1|1",
"Strength of Magic|Sorcerer||Titan|Ar1|6",
"Toughened Grace|Sorcerer||Titan|Ar1|6",
"Titan's Will|Sorcerer||Titan|Ar1|14",
"Ancient Colossus|Sorcerer||Titan|Ar1|18"
],
"additionalSpells": [
{
"expanded": {
"1": [
"blaze|Ar1",
"cataclysm|Ar1",
"daybreak|Ar1",
"glacier|Ar1",
"quake|Ar1"
]
}
}
],
"className": "Sorcerer",
"classSource": "PHB"
}
],
"subclassFeature": [
{
"name": "Titan Heart",
"source": "Ar1",
"page": 14,
"className": "Sorcerer",
"classSource": "PHB",
"subclassShortName": "Titan",
"subclassSource": "Ar1",
"level": 1,
"entries": [
"Divine will produces the massive titans, greater than even the giants. As the children and creations of deities, titans are filled with magic so powerful that they require enormous forms to contain it.",
"When a titan's blood mixes with that of a humanoid, there is a chance for the smaller being to gain the ability to channel the titan's magic by altering their form. This power transfer occurs if a titan deems a humanoid worthy of wielding their power, or if the lesser creature makes the behemoth bleed in battle and lives to tell the tale. A burst of flame or surge of wind from a Titan Heart sorcerer commands fear and respect.",
"Your character could be the chosen herald of the titans, a survivor of a cataclysmic titan battle, or even the descendent of another Titan Heart sorcerer.",
{
"type": "refSubclassFeature",
"subclassFeature": "Ancient Knowledge|Sorcerer||Titan|Ar1|1"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Titan Manifestation|Sorcerer||Titan|Ar1|1"
}
]
},
{
"name": "Ancient Knowledge",
"page": 14,
"entries": [
"Starting at 1st level, you are proficient with martial weapons and can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran."
],
"source": "Ar1",
"className": "Sorcerer",
"classSource": "PHB",
"subclassShortName": "Titan",
"subclassSource": "Ar1",
"level": 1,
"header": 1
},
{
"name": "Titan Manifestation",
"page": 15,
"entries": [
"You can physically embody your connection to titans for a short time as your form takes on aspects of your origin titan. If that titan is a kraken you may grow fish scales all over your body; if that titan is the child of a deity, you may take on an heavenly glow or manifest large horns. As an action, you assume the form for up to 1 minute. It ends early if you are knocked {@condition unconscious} or if you choose to end it early as a bonus action. While in this form, you gain the following benefits:",
{
"type": "list",
"items": [
"Your size increases to Large.",
"Your AC increases by 2.",
"When you make a melee weapon attack, you can use Charisma, instead of Strength or Dexterity, for the attack and damage rolls.",
"Your weapons and equipment grow to match your new size. While these weapons are enlarged, your attacks with them deal {@dice 1d4} extra damage.",
"Your spells and melee weapon attacks deal double damage to objects and structures."
]
},
"While your Titan Manifestation feature is active, you also know and can cast the {@spell blaze|Ar1}, {@spell cataclysm|Ar1}, {@spell daybreak|Ar1}, {@spell glacier|Ar1}, and {@spell quake|Ar1} spells as sorcerer spells. These are special primordial spells described below.",
"You can use this feature twice. You regain both uses when you finish a long rest."
],
"source": "Ar1",
"className": "Sorcerer",
"classSource": "PHB",
"subclassShortName": "Titan",
"subclassSource": "Ar1",
"level": 1,
"header": 1
},
{
"name": "Strength of Magic",
"source": "Ar1",
"page": 15,
"className": "Sorcerer",
"classSource": "PHB",
"subclassShortName": "Titan",
"subclassSource": "Ar1",
"level": 6,
"header": 2,
"entries": [
"Starting at 6th level, you can use your Charisma modifier instead of your Strength modifier for Strength checks and saving throws, as your magical connection to the titans grows stronger."
]
},
{
"name": "Toughened Grace",
"source": "Ar1",
"page": 15,
"className": "Sorcerer",
"classSource": "PHB",
"subclassShortName": "Titan",
"subclassSource": "Ar1",
"level": 6,
"header": 2,
"entries": [
"Also starting at 6th level, while transformed by your Titan Manifestation feature, your total bonus to AC from that feature increases to +4 and you can attack twice, instead of once, whenever you take the Attack action on your turn.",
"Additionally, you can use your Titan Manifestation feature three times, regaining all uses when you finish a long rest."
]
},
{
"name": "Titan's Will",
"source": "Ar1",
"page": 15,
"className": "Sorcerer",
"classSource": "PHB",
"subclassShortName": "Titan",
"subclassSource": "Ar1",
"level": 14,
"header": 2,
"entries": [
"Starting at 14th level, you can choose to grow to either Large or Huge size when you use your Titan Manifestation feature. If you become Huge, the bonus damage for your weapon attacks increases from {@dice 1d4} to {@dice 1d10}, and your walking speed increases by 20 feet.",
"While you are Huge, you can expend a spell slot and stomp the ground as an action, releasing a wave of destructive energy. Each creature within 20 feet of you must make a Constitution saving throw against your spell save DC, taking {@dice 2d6} thunder damage per level of the spell slot you expended and getting pushed 10 feet away from you on a failed save, or taking half the damage and not getting pushed on a successful one.",
"Additionally, you regain 2 sorcery points when you use your Titan Manifestation feature. While your Titan Manifestation feature is active, you can spend 1 sorcery point to treat a spell you cast as if you used a spell slot one level higher than the one you spent to cast it (to a maximum of 9th level)."
]
},
{
"name": "Ancient Colossus",
"source": "Ar1",
"page": 15,
"className": "Sorcerer",
"classSource": "PHB",
"subclassShortName": "Titan",
"subclassSource": "Ar1",
"level": 18,
"header": 2,
"entries": [
"Starting at 18th level, you have advantage on Strength checks and saving throws while your Titan Manifestation feature is active.",
"In addition, when you cast a primordial spell available to you through your Titan Manifestation feature, the spell is cast at a minimum of 3rd level, even if you only used a 1st- or 2nd-level spell slot to cast it. If you spend a sorcery point to increase the level of a primordial spell that was cast using a spell slot of 1st or 2nd level, treat the spell's effects as if you had used a 4th-level slot.",
"You can also unleash the full strength of the magic you draw from the Titans. When you cast a spell that deals damage to one or more targets while your Titan Manifestation feature is active, you can choose to deal maximum damage instead of rolling dice. You must declare that you are using this benefit before you cast the spell. Your Titan Manifestation feature ends immediately after the spell is resolved."
]
}
],
"spell": [
{
"name": "Blaze",
"source": "Ar1",
"page": 16,
"level": 1,
"school": "V",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1
},
"concentration": true
}
],
"entries": [
"Your body ignites in magical flames, leaving you and your equipment unharmed but burning those that approach you. When a creature gets within 5 feet of you for the first time on a turn or starts its turn within 5 feet of you, it takes {@damage 1d8} fire damage."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@damage 1d8} for each slot level above 1st."
]
}
]
},
{
"name": "Cataclysm",
"source": "Ar1",
"page": 16,
"level": 1,
"school": "V",
"time": [
{
"number": 1,
"unit": "bonus"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1
},
"concentration": true
}
],
"entries": [
"The next time you hit a creature with a weapon attack before this spell ends, the attack deals an extra {@damage 1d8} psychic damage and the target must make a Wisdom saving throw as crackling energy surrounds it. On a failed save, the target has disadvantage on the next attack they make before the end of your next turn."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast this spell using a spell slot of 2nd level or higher, you can increase the damage by {@damage 1d8} for each slot level above 1st."
]
}
]
},
{
"name": "Daybreak",
"source": "Ar1",
"page": 16,
"level": 1,
"school": "V",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 60
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "instant"
}
],
"entries": [
"A tiny radiant sun appears above your head and fires a beam of energy toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 2d6} fire or radiant damage (your choice) and must succeed on a Constitution saving throw or be {@condition blinded} until the end of your 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 damage increases by {@damage 1d6} for each slot level above 1st."
]
}
]
},
{
"name": "Glacier",
"source": "Ar1",
"page": 16,
"level": 1,
"school": "V",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 60
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "instant"
}
],
"entries": [
"The moisture in the area coalesces and momentarily solidifies into a chunk of ice at a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw, taking {@damage 1d12} cold damage on a failed save, or half as much damage on a successful one. A creature who fails the saving throw also has its speed reduced to 0 until the end of your 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 damage increases by {@damage 1d12} for each slot level above 1st."
]
}
]
},
{
"name": "Quake",
"source": "Ar1",
"page": 16,
"level": 1,
"school": "V",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 90
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1
},
"concentration": true
}
],
"entries": [
"The ground within a 15-foot-radius area of a point you choose within range begins to rapidly shake. The area becomes difficult terrain for the duration. When a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or fall {@condition prone}. As an action, you can move the quake's origin point to another spot within range."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast this spell using a spell slot of 2nd level or higher, the radius for the area of effect increases by 5 feet for each slot level above 1st."
]
}
]
}
],
"item": [
{
"name": "Saddle of Rashkar",
"page": 31,
"tier": "minor",
"rarity": "common",
"wondrous": true,
"source": "Ar1",
"entries": [
"While this saddle is worn by a creature that runs on land, small lines of illusory spines emerge from the creature's wake and fade into the ground, like shark fins carving through the ocean's waves."
]
}
],
"book": [
{
"name": "Arcadia Issue 1",
"id": "Ar1",
"source": "Ar1",
"published": "2021-01-01",
"group": "homebrew",
"coverUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Coverpage.png",
"contents": [
{
"name": "Letter from the Editor"
},
{
"name": "The Workshop Watches"
},
{
"name": "Titan Heart"
},
{
"name": "Jumping on Mounted Combat",
"headers": [
"Riding in Review",
"New Mount Options",
"Basilisk",
"Giant Toad",
"Hippogriff",
"Nightmare",
"Owlbear",
"Warhorse",
"Mounted Creature Taming",
"Rally at Rashkar"
]
},
{
"name": "Uqaviel, the Recreant",
"headers": [
"Shard of Dawn",
"Betrayal and Fall",
"A Recreant Born",
"A Severed World",
"Hallowed Dossier"
]
}
]
}
],
"bookData": [
{
"id": "Ar1",
"source": "Ar1",
"data": [
{
"type": "section",
"name": "Letter from the Editor",
"page": 2,
"entries": [
"{@i \"ARCADIA should be full of stuff that is super actionable and really freaking dope.\"}",
"Matt Colville's words, proclaimed with casual confidence in one of earliest meetings about this magazine, serves as ARCADIA's guiding star. When I accept a pitch, when an author writes an article, and when Matt and our amazing playtesters give feedback, it's all about making the best and most useful content for you.",
"Of course, the only person with the true power to decide which articles you must add to your campaign of the fifth edition of the world's greatest roleplaying game is also {@b you}. Issue 1 of ARCADIA is the first in a three-issue experiment. After issue 3 comes out, we're going to take a break and adjust our strategy to make sure we're delivering on the promise of \"super actionable and really freaking dope.\"",
"The RPG industry's best authors wrote articles in these first issues that present new rule options, creatures, subclasses, and a whole lot more. In this issue, Willy Abdeel transforms mounted combat with rules for riding owlbears, basilisks, and giant toads, Gabe Hicks grows sorcerers to epic proportions with the Titan Heart subclass, Sadie Lowry cowrites the final act of your campaign with two new celestial big bad options, and Leon Barillaro challenges your players in an adventure where dungeon and villain are one and the same.",
"Our hope is that you love every word as much as we do, but more important to us is your honest opinion. ARCADIA is for you, the patrons of MCDM. If we're missing the mark, we want to know! If you really love an article and want to see more like it, we want to know that too! Drop your feedback as comments on Patreon. (Please be kind. There are humans on the other end of your remarks.) Future issues will be shaped by your feedback.",
"No matter where ARCADIA goes after this initial experiment, working with the authors, the great folks at MCDM, and an amazing community of playtesters is a true professional privilege. One of the greatest of my career. I'm excited to bring you the work of these designers. Though Matt's name is in the company and my title is managing editor, the writers had the final say over every word in their articles. We made suggestions, but each author's voice, style, and design preferences shine through. ARCADIA is not a solo act, but a chorus of artists. And we're just getting warmed up.",
"{@i Ex animo,}",
{
"type": "quote",
"entries": [],
"by": "James Introcaso, Managing Editor"
},
"P.S. I haven't even mentioned the amazing art yet!",
"Well, I guess I'd better save that to talk about in the next issue."
]
},
{
"type": "section",
"name": "The Workshop Watches",
"page": 3,
"entries": [
{
"type": "list",
"items": [
"{@adventure The Workshop Watches|Ar1}"
]
}
]
},
{
"type": "section",
"name": "Titan Heart",
"page": 14,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/TH_Intro.webp"
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{
"type": "list",
"items": [
"{@class Sorcerer|phb|Titan Heart|Titan|Ar1}"
]
},
{
"type": "entries",
"name": "Primordial Spells",
"page": 15,
"entries": [
"Primordial spells are channeled by titans and passed down to those with a hint of their magical ability. Most humanoid spellcasters who attempt the spells fail with catastrophic results. Just as titans themselves are connected to ancient magic, sorcerers blessed with titan blood can grasp it for a moment when they grow to the size of a titan.",
"You know and can cast the following spells while your Titan Manifestation feature is active.",
{
"type": "list",
"items": [
"{@spell Blaze|Ar1}",
"{@spell Cataclysm|Ar1}",
"{@spell Daybreak|Ar1}",
"{@spell Glacier|Ar1}",
"{@spell Quake|Ar1}"
]
}
]
},
{
"type": "entries",
"name": "Valdek Karuul",
"page": 17,
"entries": [
"Few survive a titan attack and live to speak of it. An elf born of the sea, Valdek Karuul always loved working on ships. The sea was his home, and sailors were his people. He signed on with a merchant vessel named the Ebon Crow that transported gems, foodstuffs, and passengers. One night, a massive behemoth of the sea attacked the Ebon Crow. The ocean titan Veldaza tore the ship to shreds with its claws and tentacles. Only Valdek survived—but he didn't escape unscathed. A claw from the beast dug into his back, imbuing the elf with Veldaza's residual magic.",
"As Valdek swam through the waves away from the monster, his own form grew. He suddenly matched size with sea lions and sharks, and he could harness spells that no mage he'd ever shipped out with knew.",
"Now Valdek wanders the sea under his own power, watching for pirates and those who would harm sailors, including the titan that gave him this magic. Sailors in Valdek's territory often tell tales of the time they were saved by a giant elf now dubbed the Titanic Guardian of the Sea.",
{
"type": "list",
"items": [
"{@creature Valdek Karuul|Ar1}"
]
}
]
},
{
"type": "entries",
"name": "Titan Blessed Retainer",
"page": 19,
"entries": [
"Retainers first appeared in {@loader Strongholds & Followers|SaF} and can be acquired as unique NPC followers who pledge their service to player characters. These less-experienced adventurers are easy-to-run secondary characters controlled by players. Below is a retainer stat block for a titan blessed sorcerer NPC.",
"The full rules for retainers are explained on pages 69-73 of {@loader Strongholds & Followers|SaF}.",
{
"type": "list",
"items": [
"{@creature Titanic Mage|Ar1}"
]
}
]
}
]
},
{
"type": "section",
"name": "Jumping on Mounted Combat",
"page": 20,
"entries": [
{
"type": "image",
"href": {
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"{@color {@i Astride her noble destrier, the knight in shining armor charges a looming giant.}|a3543e}",
"{@color {@i The elven paladin emerges from a shadowy forest on her unicorn steed.}|a3543e}",
"{@color {@i Copper, Standard-bearer of the Chain of Acheron, bounds across the rooftops of Capital on the back of Big Cat, his loyal feline mount.}|a3543e}",
"The image of the mounted hero is indelibly marked in our imagination. But the core rules of the world's greatest roleplaying game don't support this fantasy as well as they could. This article explores where the rules fall short, and presents alternative mounts that capture the excitement of riding a powerful beast.",
"You'll also find a short encounter called \"Rally at Rashkar\" designed to get a feel for these new mounts.",
{
"type": "entries",
"name": "Riding in Review",
"page": 20,
"entries": [
"Riding in Review The rules for mounted combat can be summed up into the following points:",
{
"type": "list",
"items": [
"{@color A creature must be willing, at least one size category larger than the rider, and have the proper anatomy to serve as a mount.|a3543e}",
"{@color A trained mount acts during the rider's turn, and an independent mount acts on their own initiative.|a3543e}",
"{@color Mounting and dismounting a creature costs the rider half their movement speed.|a3543e}",
"{@color A trained mount can move and take the Dash, Disengage, or Dodge action on their turn.|a3543e}",
"{@color If an effect moves the mount against the mount's will, or the rider is knocked {@condition prone} while mounted, the rider must succeed on a DC 10 Dexterity saving throw or fall off the mount.|a3543e}",
"{@color If the mount provokes an opportunity attack, the attacker can target the mount or the rider.|a3543e}"
]
},
"The rules focus on the mount's movement. A creature's unique actions and traits don't arise while being ridden. With these rules, the main advantage of having a mount is to increase movement speed or gain an alternate movement type like flight. Opportunities to set up powerful maneuvers between mount and rider are rare. Creature stat blocks are also static; mounts acquired at lower levels become liabilities as the character advances and the mount does not.",
"Characters often acquire mounts to haul a wagon or travel long distances, but the advantages of owning a mount don't justify the cost and upkeep. Let's change that."
]
},
{
"type": "entries",
"name": "New Mount Options",
"page": 21,
"entries": [
"The following trained mounts—the basilisk, giant toad, hippogriff, nightmare, owlbear, and the valiant warhorse—synergize with their riders, granting unique abilities and movement options. These creatures adapt to working with a rider, and grow into dependable allies. While each mount presented has a stat block as part of the core game, the expanded stat blocks in this article add traits and actions that make these creatures into worthy adventuring companions.",
{
"type": "entries",
"name": "Working with a Rider",
"entries": [
"Creatures with the Mounted trait have several adjustments to the standard mounted combat rules, including references to the rider, a creature designated by the mount that has ridden the mount within the last 10 days.",
"The experience of working with a rider empowers a mount. Each mount gains a number of temporary hit points based on their rider's character level or challenge rating after every long rest, representing the rider's ability to keep the creature out of harm's way.",
"The mount must use the rider's proficiency bonus (PB) in place of its own proficiency bonus, so a less skilled rider might impair the mount's own ability to act and defend themselves. The rider's proficiency bonus is applied to the mount's AC, ability checks, attack rolls, saving throws, and the DC to resist effects of the mount's actions as listed in its stat block.",
"In combat, the trained mount shares the rider's turn. The mount can move and take the Dash, Disengage, or Dodge action on their own, or they wait for the command of their rider. While mounted, the rider can also use a bonus action to command the mount to take one of the actions in the mount's stat block. The rider and mount work in tandem, and can take their respective actions in any order during the turn.",
"For example, the undead rider Tenn starts her turn by instructing her mount, Nash the nightmare, to move to her next foe. Tenn then uses her bonus action to have Nash attack the adversary with his flaming stomp, which uses the nightmare's action. Afterwards, Tenn uses her action to attack an enemy with her rotting whip.",
{
"type": "entries",
"name": "Vaulting Attack",
"entries": [
"A rider can also use their bonus action to dismount spectacularly and perform a vaulting attack. The rider must make a Strength (Athletics) or Dexterity (Acrobatics) check. The DC is equal to 10 + the mount's challenge rating. On a success, the next attack the rider makes before the end of their turn has advantage. Otherwise, the rider falls {@condition prone} in an unoccupied space adjacent to the mount and the rider's speed becomes 0 until the start of their next turn."
]
}
]
},
{
"type": "inset",
"name": "Trained Mounts without Riders",
"entries": [
"The GM decides how a trained mount without a rider acts. As a guideline, a trained mount takes the Dodge action if it receives no command from its rider while the rider is present. However, if the rider is {@condition incapacitated} or absent, the mount acts on its own under the control of the GM. Without a rider to command them in combat, most mounts focus on running away or defending themselves."
]
}
]
},
{
"type": "entries",
"name": "Basilisk",
"page": 22,
"entries": [
"Svirfneblin ranchers are among the rare folk to tame basilisks. The gnomes teach the monsters how to temper their sight into controlled degrees of severity. \"Riding Basils,\" as they're called by the deep gnomes, make invaluable guardians on long underground journeys.",
{
"type": "list",
"items": [
"{@creature Basilisk Mount|Ar1}"
]
}
]
},
{
"type": "entries",
"name": "Giant Toad",
"page": 23,
"entries": [
"Dangerous hunters prowl the swamplands on the backs of giant toads. Unlike their wild brethren, trained toads strike at their prey with long, powerful tongues and reel them in close. The victims are then left with three choices: get cut down by the hunter, eaten by the toad, or pulled dozens of feet into the air and left to fall to their demise.",
{
"type": "list",
"items": [
"{@creature Giant Toad Mount|Ar1}"
]
}
]
},
{
"type": "entries",
"name": "Hippogriff",
"page": 24,
"entries": [
"Only the most determined flight enthusiasts seek out and domesticate hippogriffs. The rare, majestic creatures are easy to work with on the ground and in the sky, and make for faithful companions.",
"Hippogriff cavalry fly in tight groups, each mount taking advantage of the updrafts of coflyers to achieve breakneck speeds and death-defying stunts.",
{
"type": "list",
"items": [
"{@creature Hippogriff Mount|Ar1}"
]
}
]
},
{
"type": "entries",
"name": "Nightmare",
"page": 25,
"entries": [
"A nightmare doesn't begin its life as a hell horse. These creatures are made with dark magic to serve powerful fiends as powerful steeds and status symbols. ",
"The flaming hooves of a nightmare leave behind a trail of flames with each gallop, the cinders smouldering even as the nightmare disappears into the Ethereal Plane.",
{
"type": "list",
"items": [
"{@creature Nightmare Mount|Ar1}"
]
}
]
},
{
"type": "entries",
"name": "Owlbear",
"page": 26,
"entries": [
"The owlbear can adjust its plumage to make quick turns and graceful falls despite its incredible bulk. It seems built to strike fear into anyone who dares to exist on the same plane as it. ",
"Those who choose an owlbear as a mount are aware that the monstrosity may turn on them at a moment's notice. Nonetheless, many still try their luck at hosting owlbear races, though few such events take place without casualties.",
{
"type": "list",
"items": [
"{@creature Owlbear Mount|Ar1}"
]
}
]
},
{
"type": "entries",
"name": "Warhorse",
"page": 27,
"entries": [
"Warhorses train alongside armies as proper soldiers. A warhorse's powerful hooves and awe-inspiring cries can change the outcome of a battle. They charge into the fray at high speeds and let nothing stand in their way.",
{
"type": "inset",
"name": "Find Steed Variant",
"entries": [
"The spirit summoned by the find steed spell can take the form of a {@creature warhorse mount (variant; find steed)|Ar1|warhorse mount} over the standard warhorse, allowing the caster to utilize this creature's new features."
]
},
{
"type": "list",
"items": [
"{@creature warhorse mount (variant; find steed)|Ar1|Warhorse Mount}"
]
}
]
},
{
"type": "entries",
"name": "Mounted Creature Taming",
"page": 28,
"entries": [
"Most mounts sold by breeders and merchants are trained and ready to ride, but making friends with a mount and training it yourself can be a big part of the fun. Wild creatures must first be tamed by an aspiring rider to become a trained mount. ",
"In order to tame a mount, a rider must succeed on a Wisdom (Animal Handling) check with a DC equal to 13 + the creature's challenge rating. The \"Taming Mounts\" table below features a scale of consequences based on the result of the rider's Wisdom (Animal Handling) check. At the GM's discretion, a rider who feeds and cares for the animal has advantage on this check.",
{
"type": "table",
"caption": "Taming Mounts",
"colLabels": [
"Distance from DC",
"Result"
],
"colStyles": [
"col-2 text-center",
"col-8 text-left"
],
"rows": [
[
"-5 or lower",
"The mount is hostile towards the rider and attacks. The DC on the next check to tame the mount increases by 2."
],
[
"-4 to -1",
"The mount attempts to fling the rider off its back. The rider must succeed on a DC 15 Strength saving throw or be knocked {@condition prone}. The DC on the next check to tame the mount increases by 1."
],
[
"0 (meets the DC)",
"The mount is temporarily trained for 8 hours. The rider must then attempt to tame the creature again."
],
[
"+1 to +4",
"The mount is temporarily trained for 24 hours. The rider must then attempt to tame the creature again."
],
[
"+5 or higher",
"The mount is permanently trained and loyal towards the rider."
]
]
}
]
},
{
"type": "entries",
"name": "Rally at Rashkar",
"page": 28,
"entries": [
"This desert encounter is optimized for four characters of 3rd or 4th level. Every year, the hamlet of Rashkar hosts a famous capture-the-flag rally for mounted riders. However, this year, a vengeful gang of undead riders torment the participants when they try to practice. As the characters pass through town, the people of Rashkar ask for their help.",
"Whether the characters choose to tackle the undead riders before or during the rally, they need to be ready to ride.",
{
"type": "entries",
"name": "Rashkar",
"entries": [
"Rashkar is a small, remote settlement known as the Diamond of the Desert. The hamlet is a crucial stop for travelers crossing the desert, the lone sliver of civilization for miles. Its red stone buildings rise no higher than one story, but the dark dirt roads running through Rashkar are notably cooler than the sands surrounding them.",
"The residents of Rashkar are few, and their businesses cater to travelers and promote the annual riding event. Folks come from distant towns to trade, connect with other riders, gamble, and take part in the Rashkar Rally.",
{
"type": "entries",
"name": "Population",
"entries": [
"Seventy people live in Rashkar, primarily orcs and hobgoblins. Rashkarians are cool-headed in conversation (if a little blunt) and don't take kindly to deception."
]
},
{
"type": "entries",
"name": "Arriving in Rashkar",
"entries": [
"The characters see Dallas tending an injured hobgoblin named Buckton and her horse on the outskirts of town. Right before they arrived, Buckton was attacked by a group of undead riders led by a mummy ruffian on a flaming horse.",
"Dallas tells the characters that this gang harasses anyone riding near town. She presumes they're entangled with Rashkar's annual rally happening tomorrow, but she's unsure of how to handle it. Everyone's safety is her top priority, and she plans to cancel the rally if she has to.",
"If the characters offer to help, Dallas eagerly covers their expenses at the Eat, Sleep, Leave Bed & Breakfast. She also promises to pay the characters 100 gp each if they can stop the undead rider threat."
]
},
{
"type": "entries",
"name": "Eat, Sleep, Leave Bed & Breakfast",
"entries": [
"This small, tidy inn is hosting the visitors who prefer the quiet atmosphere over the ruckus at the campsite in the center of Rashkar. Chu'Ratha is visibly troubled by worries about tomorrow's rally, but dutifully tends to the characters' needs. If given the opportunity, he recalls the tragedy that took place at last year's rally."
]
},
{
"type": "table",
"caption": "Rashkar NPCs",
"colLabels": [
"Character",
"Key Information"
],
"colStyles": [
"col-4 text-center",
"col-7 text-left"
],
"rows": [
[
"Dallas (she/ her hobgoblin {@creature noble})",
"Current mayor of Rashkar. Worried about the undead riders hurting people in the rally."
],
[
"Buckton (she/ her {@creature hobgoblin})",
"Head of the Rashkar Ranch. Proud of her horses, but having trouble with an ornery owlbear."
],
[
"Chu'Ratha (he/him orc {@creature commoner})",
"Runs the Eat, Sleep, Leave Bed & Breakfast. Laments what happened at last year's rally."
],
[
"Tenn Drakes (she/her orc {@creature mummy})",
"Leader of the undead riders. Has been haunting riders since meeting her untimely end after last year's rally."
]
]
},
{
"type": "entries",
"name": "The curse of Nash and Tenn",
"entries": [
"Read or paraphrase the following boxed text (or play {@link this audio clip with music|https://drive.google.com/file/d/1b88guFUIbXWfhtUIrpftJTCggpalWvQc/view} or {@link without music|https://drive.google.com/file/d/1Zp-LpRaos2WM6HlxChT5BLiyP_2Lcibn/view}) when Chu'Ratha tells the characters about the tragedy:",
{
"type": "insetReadaloud",
"entries": [
"\"I know why the dead come,\" Chu'Ratha says, his voice like low thunder. \"And only for the rally. Tenn. Nash. It's their curse. No one was faster. Nothing could beat them. Except...except death. Then the corsairs came...was it only last year? And they bet so much. They bet everything on their horse and rider.",
"\"The corsairs never knew fear or defeat. Tenn and Nash taught them the meaning of both, heh. It wasn't even close.",
"\"Well...,\" the orcish innkeeper looks down at his boots. \"Turns out...the corsairs don't like to lose. A fortnight later, strangers came to town. I knew something was wrong. They were different. Assassins. I don't know what happened—I wasn't there. Did she put up a fight?",
"\"The stables caught fire. There was an explosion and...well, the assassins were all dead, but the corsairs got what they wanted. I couldn't save her. And now she haunts the rally. She won't let no one race. Never again.\" The orc takes a deep breath, something like pride burning in his eyes. \"She'd never lose.\"",
"He notices your look.",
"\"I see it in your face. You're wondering...did I love her? I would have.\""
]
},
"If pressed for more details about Tenn and Nash, Chu'Ratha provides the following information:",
{
"type": "list",
"items": [
"{@color Tenn Drakes was Rashkar's previous mayor. She was a bombastic orc beast trader who made a lot of friends and more enemies.|a3543e}",
"{@color Tenn's faithful companion was a massive warhorse named Nash. Nash was the fastest ride in the desert.|a3543e}",
"{@color Tenn loved the Rashkar rallies and was the reigning champion until the tragedy.|a3543e}"
]
},
"Chu'Ratha is quietly relieved if the characters are still willing to help out Rashkar. He offers to talk to Buckton about letting the characters keep any horses they rent from the ranch if they're able to put Tenn's soul to rest without violently destroying her."
]
},
{
"type": "entries",
"name": "Rashkar Center",
"entries": [
"The village center is converted into a lively camp with a wide assortment of visiting people and mounts preparing for the rally. Any goods or services that can't be found in Rashkar proper may appear here, with a steep markup.",
"The characters can learn about the rally and barter for supplies and mounts if any of them wish to enter. Any of the visitors can explain the rules of the rally (found below in \"The Rally\" section) in addition to these tips:",
{
"type": "list",
"items": [
"{@color Keep your sights on the banner. The rally is less about beating the competition than outlasting it.|a3543e}",
"{@color Aim left when they move right. It's important to think ahead of the current situation. Dashing towards the banner immediately might not be as successful as waiting for the banner to be dropped midway across the field.|a3543e}",
"{@color It gets violent. Riders are going to do everything they can to take the banner away from the current holder. It used to get deadly in previous years, and some new rules have been put in place, but this rally will still be rough.|a3543e}"
]
},
{
"type": "table",
"caption": "Visiting NPCs",
"colLabels": [
"Character",
"Key Information"
],
"colStyles": [
"col-4 text-center",
"col-7 text-left"
],
"rows": [
[
"Lowtletti (she/her {@creature goblin})",
"A trinket trader. Loves to talk about her worldly travels with her giant frog mount."
],
[
"Dindar (he/him {@creature deep gnome (svirfneblin)||svirfneblin})",
"A {@creature basilisk mount|Ar1} rancher. Takes great care with his flock around other people."
],
[
"Rosskar (he/him human {@creature knight})",
"A {@creature hippogriff mount|Ar1} breeder. Excited to talk to other hippogriff enthusiasts."
]
]
},
"If a character is looking to borrow or purchase mounts from Dindar or Rosskar, they must succeed on a DC 15 Charisma (Persuasion) check. They can make the check with advantage if they appeal to the visitors' interests."
]
}
]
},
{
"type": "entries",
"name": "Rashkar Ranch",
"entries": [
"Buckton shows the characters around her dusty but organized ranch, where she has over a dozen {@creature warhorse mount (variant; find steed)|Ar1|warhorse mounts} available for rent or purchase. Renting a warhorse mount, including tack, costs 40 gp per day, and they can be purchased outright for 400 gp (though the characters may also be allowed to keep their mounts as a reward, as described in \"Aftermath,\" below).",
"Buckton also has a rowdy {@creature owlbear mount|Ar1} in the back stable that she hasn't been able to tame yet. She's willing to give the owlbear away to whomever succeeds at taming the monstrosity, as long as she isn't blamed for any injuries they incur while doing so."
]
},
{
"type": "entries",
"name": "Outskirts",
"entries": [
"Outskirts The visitors are wary of practicing for the rally in the dusty and cool outer reaches of Rashkar. Whenever a rider and mount moves within the outskirts of the village or on the rally field, the undead riders materialize 40 feet away and attack.",
"The undead riders consist of three {@creature skeleton||skeletons} atop ghostly {@creature warhorse mount (variant; find steed)|Ar1|warhorse mounts}, and Tenn, an undead orc riding a {@creature nightmare mount|Ar1}. They fight relentlessly until all their foes are dismounted, or until the characters challenge Tenn to compete in the rally (see below).",
"Tenn carries a long whip, and wears chaps and a decomposing leather stetson. She uses the {@creature mummy} statblock with the following changes:",
{
"type": "list",
"items": [
"{@color Tenn's Wisdom score is 16 (+3)|a3543e}",
"{@color Tenn's Rotting Fist action has been replaced by the following action, which she can use in place of Rotting Fist if she takes the Multiattack action:|a3543e}"
]
},
{
"name": "Rotting Whip",
"entries": [
"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage plus 10 ({@damage 3d6}) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic."
],
"type": "entries"
},
"The characters can attempt to negotiate with Tenn during combat. If they challenge her to compete in this year's rally, her demeanor changes: her posture straightens, and a fire ignites within her sunken eye sockets."
]
},
{
"type": "entries",
"name": "The Rally",
"entries": [
"The field is a 60-foot-by-120-foot stretch of dark dirt. At the far end is a tattered 10-foot-tall banner depicting a purple worm. The undead riders normally descend upon any riders in this area, as detailed in the \"Outskirts\" section above.",
"If the undead riders do not interfere, all participants start lined up at one end of the field. The goal of the rally is to grab the banner and hold it up for 30 consecutive seconds while mounted.",
"If a participant holding the banner is knocked {@condition prone}, {@condition stunned}, or suddenly displaced from their mount, they must succeed on a DC 15 Strength saving throw or drop the banner.",
"Rashkar rallies encourage conflict and strategic targeting in order to secure victory. A few rules were instituted this year to minimize casualties and maximize excitement:",
{
"type": "list",
"style": "list-decimal",
"items": [
"{@color Willingly leaving the field is a disqualification. If you are forced out of bounds, you must return to the field as soon as possible.|a3543e}",
"{@color Flight is limited to 5 feet above the ground. Jumping higher than 5 feet is allowed, but you must land before too long.|a3543e}",
"{@color No teleporting or shifting into another plane of existence.|a3543e}",
"{@color Murdering or attacking with intent to kill is a disqualification and earns a ban from all future rallies.|a3543e}"
]
},
"If the characters challenged Tenn to compete, she arrives with a thunderous boom at the start of the second round, mounted on Nash at the center of the field. They attack aggressively, but follow the rules of the game as Tenn tries to claim the banner.",
"If Tenn herself hoists the banner, the rest of the undead riders (see the \"Outskirts\" section, above) appear. They ruthlessly attack anyone on the field (including Tenn and Nash) until the rally is over, and then vanish once more. If Tenn is destroyed before the end of the rally, the hellish flames erupt from the ground, causing the entire field to burn in a fire that lasts for one week and cannot be extinguished by any means. Nash's cries echo throughout Rashkar while the field burns. The first time a creature enters the fire on a turn or starts its turn there, it takes 5 ({@damage 1d10}) fire damage.",
"If Tenn survives, the fire in her eyes burns bright white and her posture relaxes. She returns the banner to its starting position if she won, or she approaches the winner to shake their hand. If Chu'Ratha is nearby, they share a long, wordless stare before she tosses her hat over to him. Tenn then rides off on Nash into the Ethereal Plane."
]
},
{
"type": "entries",
"name": "Aftermath",
"entries": [
"The rally garners a big crowd of Rashkarians and visitors hanging on every moment of the event. If the rally stays under control, Dallas holds a ceremony for the winner on the field, surrounded by cheering fans. If the undead riders appear, most of the crowd flees. The winner will have to visit Dallas in the center of Rashkar if they want their rewards.",
"The prizes for winning the rally are:",
{
"type": "list",
"items": [
"{@color Two barrels of Rashkar sweet wine worth 20 gp each.|a3543e}",
"{@color A saddle embroidered with a purple worm carapace, adorned with ivory thorns and red and green ruffled drapes. This {@item saddle of Rashkar|Ar1} is a common magic item. While the saddle is worn by a creature that runs on land, small lines of illusory spines emerge from the creature's wake and fade into the ground, like shark fins carving through the ocean's waves.|a3543e}",
"{@color A set of {@item horseshoes of speed}.|a3543e}"
]
},
"If Tenn survives the rally, Chu'Ratha and Buckton also gift the characters with any horses that they rented from Buckton's stable."
]
}
]
}
]
},
{
"type": "section",
"name": "Uqaviel, the Recreant",
"page": 32,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/QR_Intro.webp"
}
},
"{@color {@i They call him \"traitor.\" Heretic. Apostate. {@color Recreant.|cb672d}}|942821}",
"{@color {@i But before that, they called him the Shard of Dawn.}|942821}",
"{@color {@i Uqaviel is a cunning celestial villain, fallen from the planes of light. Betrayed by a fellow archangel, he was cast out, deemed the great apostate of the heavens, and bound to the Material Plane for sins he did not commit. This article delves into Uqaviel's history and multiple ways to run him as an effective villain, from facing the angel that betrayed him to witnessing how he severed the bonds between the Material Plane and the great celestial realms.}|942821}",
{
"type": "entries",
"name": "Shard of Dawn",
"page": 32,
"entries": [
"How glorious he was in his height! A favored vassal of his god, Uqaviel ascended from planetar to archangel after millennia of devotion and was awarded the title \"the Shard of Dawn.\" The missions he undertook involved the great balancing of time, space, and gravity among the planes. He not only maintained the forces of balance, but also fought against fiendish hordes that sought to upheave the equilibrium of planar power. Material, celestial, and infernal planes, he balanced them all: he was a vessel of light striking against the forces of evil, ensuring that their dark rituals never completed the rise of darkness.",
"His favorite work was in the Material Plane. Under the hand of the Shard of Dawn, the worlds of the Material Plane, balanced on a delicate tapestry of woven magic, continued in their ever-circular dance. As he navigated the worlds around the sun and stars and ensured their continued day and night, Uqaviel took great joy in the artistry and splays of color in each transition, and he contemplated that beauty—the beauty of everything neatly balanced and arrayed in the fires of the dawn.",
"The dawn is, after all, the beautiful cusp where morning and night dance. A perfect balance."
]
},
{
"type": "entries",
"name": "Betrayal and Fall",
"page": 32,
"entries": [
"After what seemed an eternity of service, Uqaviel was betrayed by Anahita, an archangel of the brightest daylight. Known as the Sentinel Apricate, Anahita ensured the brightness and everfire of the sun, stoking the blaze under direction of her god. Before this great betrayal, she was the constancy of the noonday sun—all that it feeds and nurtures, and the brightest blaze it brings to heat the worlds of the Material Plane. But the highest daylight passes overhead so quickly. She was the brightest, and it was not enough.",
"Anahita, lured by promises of greater power and prestige, collaborated with devils who promised her all that Uqaviel had and more—the fires of his dawn, the light of stars in the darkness. If she would open the door for their assault, she would be so much more than the Sentinel Apricate. She would be poised to command the sun in its evercycle through dawn, day, and night. Sun, stars, and dawning fire—all hers.",
"Her betrayal left several solars and more planetars dead after a consuming assault on a holy building. She wielded the dawnfire—a stunning celestial blaze that left the cathedral in ashes. Uqaviel, known for his love of the dawnfire and framed for the sin, was left to take the blame for the slaughter. His protestations of innocence were ignored by his once-friends; with archdevil magic empowering each twisting word, Anahita spoke truth to the host's holy ears, and Uqaviel could not escape judgment.",
"For this crime, Uqaviel was cast out and bound to the Material Plane, damned to repent for his actions for millions of millennia—the combined lifetimes of all the fallen celestials. Uqaviel knows Anahita is responsible for his downfall, but he has never found proof.",
"But unknown to everyone, including Anahita, devils keep meticulous records of their dealings. The evidence Uqaviel needs to prove his innocence lies buried in the infernal realms."
]
},
{
"type": "entries",
"name": "A Recreant Born",
"page": 33,
"entries": [
"In his time roaming the Material Plane, Uqaviel has developed a seeping hatred for it—to him, it is a cage. He sees the dawning mornings in a muffle veil of their usual splendor and feels a grief that twists into loathsome vengeance. For the betrayal of Anahita and the celestials, Uqaviel hopes to sever the ties between the Material Plane and the celestial realms, creating a catastrophic unbalance that would destroy them both. In doing so, he would ruin the perfect balance he spent so long maintaining as punishment for his fall. See \"A Severed World\" below for more details about this sundering.",
"Yet Uqaviel's motivations run deeper. While he strikes at the balance of the planes in his fury, this is an anger that washes over everything else. On a deeper level, unknown perhaps even to himself, Uqaviel seeks redemption in the eyes of his brethren and justice against Anahita. When playing Uqaviel, it's helpful to keep his deeper motivations in mind. He is entrenched in rage, but the deepest part of him has a strong spark of goodness. It's possible for the characters to reach that goodness and to stop his machinations through kindness rather than violence.",
{
"type": "entries",
"name": "Story",
"entries": [
"Uqaviel can be integrated into a campaign a number of ways—a long-term villain, a mysterious world-severer, a weakened ally. Below are several options, though two powerful celestials could influence a story in any number of ways.",
{
"type": "list",
"items": [
"{@color {@b Burgeoning Villainy.} The characters first encounter Uqaviel upon the broken steps of a desecrated temple; he has just been cast out and is weakened. He asks the party to aid him, claiming that an archdevil tore him from the heavens. They heal him, find him reagents for his rituals, and trust him. Over time, as the characters begin to sense the fury brewing inside of him and feel a darkness surrounding the rituals, they realize he is not what he appears—but do they confront him before celestial blood stains his hands?|942821}",
"{@color {@b Anahita's Lies.} Anahita approaches the characters after they gain renown and tells them that a dangerous fallen archangel threatens the world in his fury. Calling them her holy warriors, she rewards them lavishly for helping her hunt down the traitor. Showered in treasures, statues, and the praise of the heavens, the characters must be observant as they prepare to face the Shard of Dawn, lest they unknowingly carry out Anahita's final treachery.|942821}",
"{@color {@b Cracks in the World.} Neither archangel approaches the characters—instead, the party is on the hunt for Uqaviel before they ever learn his name. They are approached by an arcane researcher who tells them the world grows out of balance, with minor flickers of planar disarray (see \"A Severed World,\" below) rearing to life. Something monumental echoes into the world, they whisper. As the characters chase the wild flares of power, they hear the name \"Recreant\" irreverently pass the lips of those who fear Uqaviel's growing power. While Uquaviel is already dragging his claws through the world, the characters face a desperate race to learn his plans and stop them from unfolding.|942821}"
]
},
"It's also possible to use Uqaviel as an ally from the start, by having him approach the party, reveal Anahita's treachery, and beg their assistance in restoring him to the heavens. This omits the unfolding mystery and the tragic anger of the story, but it suits a campaign that already involves archdevils, as the characters will have to contend with the hordes of devils Anhita used to overthrow the celestial realms."
]
},
{
"type": "entries",
"name": "Enacting the Ritual",
"entries": [
"This section contains one possible path for the campaign to follow, a path that establishes Uqaviel as a villain upfront and slowly reveals the truth of his past.",
"Left to his own devices, Uqaviel acts solely in pursuit of his mission: to complete a ritual that shatters the needlepoint upon which the balance of the universe hangs, severing the ties between planes. He knows each step well, as this is the ritual he once fought so hard to resist. He seeks sacred components to complete it, then performs it at dawn at the height of the world. Each of these steps can be run as an encounter or prolonged quest as the characters race to stop his efforts.",
{
"type": "list",
"items": [
"{@color {@b Obtaining the Scales.} Uqaviel seeks an ancient set of weighing scales from the crypt of a celestial judge.|942821}",
"{@color {@b Tempering the Metals.} The scales must be tempered in sacred water to prepare them for the ritual, so Uqaviel must gain access to celestial pools protected by devils allied with Anahita.|942821}",
"{@color {@b The Mantle and the Skies.} Uqaviel needs only two more items to complete his ritual: a pure gem of the earth for one scale and the blood of an untainted celestial for the other. The scale no longer recognizes his own blood as holy.|942821}"
]
},
"Once he has acquired all the components, Uqaviel ascends the highest peak in the Material Plane to complete the ritual, which takes 8 hours. Corrupted angels guard him during this ceremony, all of which fight until destroyed.",
"In this line of quests, Uqaviel embraces his role as the Recreant, hurling the planes into chaos if he succeeds. However, it is possible to reveal the truth of Uqaviel's fall through each encounter, and thus Anahita's betrayal toward the end.",
{
"type": "list",
"items": [
"{@color {@b The Weight of Judgment.} When Uqaviel touches the scales, they bellow out with an ancient judgment—and for this fallen angel, they do not lean to either side, but lie cryptically in the center. \"How bitter,\" he breathes to the artifact, \"that you still see good in me when they do not. It does not matter. My choices are my own.\" Characters can make a DC 18 Intelligence (Arcana, History, or Religion) check. On a success, they recall the history of the scales and know that they wouldn't weigh equally if there were not a powerful force of good left inside Uqaviel.|942821}",
"{@color {@b Celestial Echoes.} When Uqaviel draws water from the pools of celestial realms, anyone within 60 feet of him is thrust into a flashing vision. The images come too quickly, flickering rapidfire through his glory, the bodies of dead celestials, the whispers of Uqaviel's voice as he pleads his innocence, and Anahita—just one vision of her, smirking, triumph in her eyes as Uqaviel is cast out.|942821}",
"{@color {@b The Price.} The characters find Uqaviel weeping over the body of the celestial he slew for their blood. \"I am as lost as she. As wretched. I seal my heresy upon this broken world and snap it at the spine I once ensured.\" Here, they can plead with Uqaviel to reveal the truth as he cradles the slain angel to him. A successful DC 20 Charisma (Persuasion) check gets him to open up, and if the characters caused Uqaviel to doubt in encounters before this, they have advantage on the check. He tells them everything: his history, Anahita's treachery, his fall, and, more than anything, his overwhelming rage and grief.|942821}"
]
},
"A high-level party can challenge and defeat Anahita, though she has no end of followers that the characters must cut through before they can reach her. She secretly trades away small worlds and fragments of the celestial realms to her new infernal allies, making the imbalance all the more apparent, while placing the blame on Uqaviel's treachery. This gives her a number of infernal underlings that strike out to protect her.",
"The characters don't have to face Anahita directly, however. They can also delve into an infernal plane to find records of her dealings with the devils and expose her treachery to the heavens. There are many challenges and dangers in Hell, but presenting the contract to the divine council who cast Uqaviel out of the celestial realms ensures that Anahita faces justice and Uqaviel is redeemed as the great balancer of the skies. They can find her contract in the clutches of Thalrezon, the Withering Arbiter, who stands at the bench of bone and rot—will the characters make a deal with him, or will they wield steel against Thalrezon to obtain the truth?"
]
}
]
},
{
"type": "entries",
"name": "A Severed World",
"page": 34,
"entries": [
"If Uqaviel's ritual is completed, the planes careen wildly out of balance and the worlds of the Material Plane and the celestial realms are thrown into disarray. Wild megastorms surge over the continents, charged with magic. Long, sweltering days succumb to cold and endless nights, then flip back and forth with unnatural haste. Spirits and undead, with no gate to cross, haunt and scourge the lands. Dawn brings a burning celestial light one day, then the flames of a nearby infernal blaze the next. Fires roar too hot or barely kindle, the seas roar and retreat, and the forests wither one day before their roots and vines creep over cities the next.",
"Implement the following effects in your setting, either gradually or with alarming abruptness.",
{
"type": "list",
"items": [
"{@color {@b Broken Magic.} Planar magic struggles to work. Spells such as contact other plane, plane shift, and planar binding now have a 50% chance of failing. This increases to 75% after 30 days as the planes drift apart, then to 100% after 60 days.|942821}",
"{@color {@b Closed Doors.} No natural planar portals form. Any naturally occurring planar portals close.|942821}",
"{@color {@b Celestial and Infernal Heat.} Roll a {@dice d6} each morning. On a roll of 1 or 2, the Material Plane is too close to the celestial realms; any creature outdoors during the daylight hours is considered {@condition blinded} from the too-radiant light until the sun sets. On a roll of 3 or 4, the Material Plane is too close to the infernal realms, and a creature gains a level of {@condition exhaustion} for every 2 hours it spends in the daylight cast by the fires of hell. On a roll of 5 or 6, the Material Plane isn't close to another plane and there are no additional effects.|942821}",
"{@color {@b Dwindling Magic.} At your discretion, any character that has a relation to a planar being, such as a cleric or a warlock of the Fiend, may have their powers reduced. For example, they could be unable to contact their deity or patron, or the damage or duration of their spells could be halved.|942821}"
]
},
"Once severed, the world can be healed again. If the characters prove Uqaviel's innocence and he's reinstated in his former role, his first task is to undo his ritual and restore balance to the planes. The characters could also search for a higher power to restore balance, or you can come up with another quest they must undertake to reestablish planar balance.",
"Uqaviel assists or works against the party depending on the relationship they have built with him. Alternatively, if the party has a relationship with Anahita, she might help them hunt Uqaviel once his ritual is complete, sealing his place in history as the Recreant."
]
},
{
"type": "entries",
"name": "Hallowed Dossier",
"page": 35,
"entries": [
"This section contains stat blocks for Uqaviel and Anahita, as well as tactics for running each of them effectively.",
{
"type": "entries",
"name": "Uqaviel",
"entries": [
"Uqaviel is a master of controlling the battlefield—and is at an advantage in an arena with level earth and open sky. He begins combat by disabling the most obvious melee threat with his Chakram of the Firmament and the most obvious ranged threat with his Chakram of the Mantle. Throughout a fight, he either strategically places his chakrams to keep scattered opponents incapicitated, or devastates grouped foes with Dawn's Fury.",
"In his exile, Uqaviel has made only a few trusted allies out of other celestials spurned by the heavens. He refuses to ally himself with fiends or other dark forces. If he has not completed his ritual, Uqaviel escapes as quickly as possible (by teleporting or flying away) when a fight is not going in his favor. If his ritual is successfully completed, Uqaviel fights to the death unless his opponents convince him that it's not too late for him to surrender and be restored to his former glory."
]
},
{
"type": "list",
"items": [
"{@creature Uqaviel|Ar1}"
]
},
{
"type": "entries",
"name": "Anahita",
"entries": [
"Anahita is most effective at range, and she avoids engaging enemies on unfavorable terrain. If she picks her arena, it has a high ground she can control; if taken unaware, she immediately seizes the highest point. She opens combat with a Blinding Arrow to disable her foes and strikes as many enemies as possible with a Piercing or Bursting Arrow. As the fight continues, she uses legendary actions to stay out of reach and weakens pressing threats with Blinding Gaze or Enervating Arrow.",
"If she's acting as a holy archangel, Anahita could be accompanied by devas or a planetar. If there's no need for deception, she could have several erinyes or horned devils at her service. When it's clear that Anahita can't win an encounter, she attempts to teleport away and turns {@condition invisible} to flee. However, if escape isn't an option, the treacherous archangel is not above striking a deal, promising wealth and power to foes willing to turn to her side."
]
},
{
"type": "list",
"items": [
"{@creature Anahita|Ar1}"
]
}
]
}
]
}
]
}
]
}
},
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"sources": [
{
"json": "Ar2",
"abbreviation": "Ar2",
"full": "Arcadia Issue 2",
"url": "https://shop.mcdmproductions.com/products/arcadia-issue2",
"authors": [
"Makenzie De Armas",
"Rich Lescouflair",
"Joshua Mendenhall"
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{
"name": "Comburo",
"source": "Ar2",
"page": 10,
"size": [
"M"
],
"type": "elemental",
"alignment": [
"C",
"N"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"formula": "20d8 + 20",
"average": 110
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"speed": {
"walk": 50
},
"str": 16,
"dex": 17,
"con": 13,
"int": 6,
"wis": 12,
"cha": 8,
"senses": [
"darkvision 60ft."
],
"passive": 11,
"resist": [
"fire",
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "from nonmagical attacks"
}
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"immune": [
"poison"
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"conditionImmune": [
"exhaustion",
"grappled",
"paralyzed",
"petrified",
"poisoned",
"prone",
"restrained",
"unconscious"
],
"languages": [
"Primordial"
],
"cr": "7",
"trait": [
{
"name": "Death Burst",
"entries": [
"When the comburo dies, it explodes in a fiery burst. Each creature within 15 feet of the comburo must succeed on a DC 14 Dexterity saving throw or take 14 ({@damage 4d6}) fire damage."
]
},
{
"name": "Ductile Form",
"entries": [
"The comburo can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."
]
},
{
"name": "Explosive Reactivity",
"entries": [
"A creature that hits the comburo with an attack while within 15 feet of it must make a DC 14 Dexterity saving throw, taking 7 ({@damage 2d6}) fire damage on a failed save, or half as much damage on a successful one."
]
},
{
"name": "Illumination",
"entries": [
"The comburo sheds bright light in a 15- foot radius and dim light in an additional 15 feet."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The comburo makes two slam attacks."
]
},
{
"name": "Slam",
"entries": [
"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h} 12 ({@damage 2d8 + 3}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 ({@damage 1d6}) fire damage at the start of each of its turns."
]
},
{
"name": "Volatile Burst (Recharge 6)",
"entries": [
"The comburo launches a hailstorm of explosive projectiles that land at three different points the comburo can see within 120 feet of itself. Each creature in a 15-foot-radius sphere centered on each point must make a DC 14 Dexterity saving throw. A creature takes 21 ({@damage 6d6}) fire damage and is knocked {@condition prone} on a failure. On a success, a creature takes half as much damage and is not knocked {@condition prone}. The spheres spread around corners. A creature in the area of more than one explosion point is affected only once. This ability damages objects in the area and ignites flammable objects that aren't being worn or carried."
]
}
],
"fluff": {
"entries": [
"Comburos are extremely volatile elementals composed of metals like lithium and potassium. Cracks in their dull, metallic grey exteriors reveal a searing explosive fire at their cores. This fire takes on a characteristic hue depending on the primary composition of the comburo, with flames ranging from deep purple to brilliant blue."
],
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"traitTags": [
"Death Burst",
"Illumination"
],
"actionTags": [
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"miscTags": [
"MW",
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]
},
{
"name": "Conducere",
"source": "Ar2",
"page": 12,
"size": [
"L"
],
"type": "elemental",
"alignment": [
"N"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"formula": "12d10 + 60",
"average": 126
},
"speed": {
"walk": 30
},
"str": 18,
"dex": 14,
"con": 20,
"int": 8,
"wis": 6,
"cha": 10,
"senses": [
"darkvision 60ft."
],
"passive": 8,
"resist": [
"fire",
"lightning",
"radiant",
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "from nonmagical attacks"
}
],
"immune": [
"acid",
"cold",
"necrotic",
"poison"
],
"conditionImmune": [
"exhaustion",
"grappled",
"paralyzed",
"petrified",
"poisoned",
"prone",
"restrained",
"unconscious"
],
"languages": [
"Primordial"
],
"cr": "5",
"trait": [
{
"name": "Ductile Form",
"entries": [
"The conducere can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."
]
},
{
"name": "Flexible",
"entries": [
"The conducere has advantage on Dexterity saving throws."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The conducere makes two slam attacks."
]
},
{
"name": "Slam",
"entries": [
"{@atk mw} {@hit 7} to hit, reach 30 ft., one target. {@h} 13 ({@damage 2d8 + 4}) bludgeoning damage."
]
}
],
"reaction": [
{
"name": "Energy Conductor",
"entries": [
"When the conducere takes damage from a spell or magical effect, it can use its reaction to redirect that magical energy to another creature. The conducere takes no damage and instead chooses a target within 30 feet of itself. The target must make a DC 16 Dexterity saving throw. On a failure, the target takes the damage originally intended for the conducere; this damage is equal to the amount of damage the conducere would have taken had it not used its reaction in this way. On a success, the target only takes half this damage."
]
}
],
"fluff": {
"entries": [
"Made of precious metals like gold and copper, conduceres are known for their incredibly flexible nature and ability to transfer energy across long distances. Conduceres are the most docile of the nova elementals, and many mages keep a conducere in their study purely for its glittering aesthetic."
],
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"actionTags": [
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"miscTags": [
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},
{
"name": "Elekron",
"source": "Ar2",
"page": 14,
"size": [
"S"
],
"type": "elemental",
"alignment": [
"C",
"N"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"formula": "10d6 + 30",
"average": 65
},
"speed": {
"walk": 60
},
"str": 13,
"dex": 20,
"con": 16,
"int": 5,
"wis": 10,
"cha": 7,
"senses": [
"darkvision 60ft."
],
"passive": 10,
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "from metal weapons"
}
],
"immune": [
"lightning",
"poison"
],
"conditionImmune": [
"exhaustion",
"grappled",
"paralyzed",
"petrified",
"poisoned",
"prone",
"restrained",
"unconscious"
],
"languages": [
"Primordial"
],
"cr": "4",
"trait": [
{
"name": "Electric Form",
"entries": [
"The elekron can move through a space as narrow as 1 inch wide without squeezing. In addition, the elekron can enter a hostile creature's space and stop there. The first time the elekron enters another creature's space on a turn, that creature takes 5 ({@damage 1d10}) lightning damage. The amount of damage a creature takes increases to 11 ({@damage 2d10}) when the elekron is Medium or larger."
]
},
{
"name": "Illumination",
"entries": [
"The elekron sheds bright light in a 30-foot radius and dim light in an additional 30 feet."
]
},
{
"name": "Lightning Charge",
"entries": [
"Whenever the elekron is hit with an attack from a metal weapon, its size increases by one category. If there isn't enough room for the elekron to increase in size, it attains the maximum size possible in the space available. When the elekron is Medium or larger, it can use its action to make two Shock attacks instead of one.",
"If the elekron starts its turn as a Huge or Gargantuan creature, it releases energy in wild arcs of electricity. Each creature within 30 feet of the elekron must make a DC 13 Dexterity saving throw, taking 22 ({@damage 4d10}) lightning damage on a failed save, and half as much damage on a successful one. The elekron's size then becomes Small."
]
}
],
"action": [
{
"name": "Shock",
"entries": [
"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h} 10 ({@damage 1d10 + 5}) lightning damage."
]
}
],
"fluff": {
"entries": [
"Also often referred to as lightning in a bottle, an elekron crackles with pure energy. Elekrons are most closely related to fire elementals, but unlike their flame-based cousins, elekrons have the incredible ability to consume raw energy from their environment and deal staggering amounts of damage."
],
"images": [
{
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"traitTags": [
"Illumination"
],
"miscTags": [
"MW",
"AOE"
]
},
{
"name": "Noxa",
"source": "Ar2",
"page": 16,
"size": [
"L"
],
"type": "elemental",
"alignment": [
"C",
"N"
],
"ac": [
{
"ac": 15
}
],
"hp": {
"formula": "13d10 + 39",
"average": 110
},
"speed": {
"walk": 0,
"fly": {
"number": 60,
"condition": "(hover)"
},
"canHover": true
},
"str": 14,
"dex": 20,
"con": 16,
"int": 6,
"wis": 10,
"cha": 5,
"senses": [
"darkvision 60ft."
],
"passive": 10,
"resist": [
"acid",
"cold",
"fire",
"lightning",
"thunder",
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "from nonmagical weapons"
}
],
"immune": [
"poison"
],
"conditionImmune": [
"exhaustion",
"grappled",
"paralyzed",
"petrified",
"poisoned",
"prone",
"restrained",
"unconscious"
],
"languages": [
"Primordial"
],
"cr": "7",
"trait": [
{
"name": "Faultless Stability",
"entries": [
"The noxa is immune to any spell or effect that would alter its form."
]
},
{
"name": "Fluorescence",
"entries": [
"When the noxa is subjected to fire or lightning damage, it begins to glow. Until the start of its next turn, the noxa sheds bright light in a 15-foot radius and dim light in an additional 15 feet. While glowing in this manner, the noxa cannot benefit from being {@condition invisible}."
]
},
{
"name": "Gaseous Form",
"entries": [
"The noxa can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."
]
},
{
"name": "Invisible",
"entries": [
"The noxa is {@condition invisible}."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The noxa makes two slam attacks."
]
},
{
"name": "Slam",
"entries": [
"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h} 14 ({@damage 2d8 + 5}) bludgeoning damage."
]
},
{
"name": "Asphyxiation",
"entries": [
"The noxa chooses one creature within its space and floods the creature's lungs with poisonous gas. The creature must make a DC 14 Constitution saving throw. On a failure, it takes 27 ({@damage 6d8}) poison damage, is {@condition restrained}, and begins suffocating. On a success, it takes half as much damage, is not {@condition restrained}, and does not begin suffocating. If the targeted creature is already suffocating when the elemental uses this action, the creature has disadvantage on the saving throw. A {@condition restrained} and suffocating creature can repeat this saving throw at the start of each of its turns, ending both effects on a success."
]
}
],
"fluff": {
"entries": [
"Composed of toxic, odorless gases like helium and neon, noxas are some of the most dangerous nova elementals. The combination of their {@condition invisible} presence and poisonous nature means they can easily suffocate a target before anyone notices something is wrong. However, more whimsical mages have been known to trap noxas in glass tubes and feed them energy to create softly glowing fluorescent lamps of various colors."
],
"images": [
{
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},
"actionTags": [
"Multiattack"
],
"miscTags": [
"MW",
"RCH",
"AOE"
]
},
{
"name": "Magitech Defender",
"source": "Ar2",
"page": 28,
"size": [
"M"
],
"type": "construct",
"alignment": [
"U"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"formula": "8d8 + 32",
"average": 68
},
"speed": {
"walk": 40
},
"str": 19,
"dex": 17,
"con": 19,
"int": 8,
"wis": 15,
"cha": 7,
"save": {
"con": "+6",
"wis": "+4"
},
"senses": [
"blindsight 20 ft.",
"darkvision 60 ft."
],
"passive": 12,
"resist": [
"lightning"
],
"immune": [
"poison"
],
"conditionImmune": [
"charmed",
"exhaustion",
"frightened",
"paralyzed",
"poisoned"
],
"cr": "3",
"action": [
{
"name": "Multiattack",
"entries": [
"The defender makes two melee or two ranged attacks."
]
},
{
"name": "Greatsword",
"entries": [
"{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h} 11 ({@damage 2d6 + 4}) slashing damage."
]
},
{
"name": "Beam Blaster",
"entries": [
"{@atk rw} {@hit 5} to hit, range 60 ft., one creature. {@h} 10 ({@damage 3d6}) radiant damage."
]
}
],
"fluff": {
"entries": [
"These are silver-plated humanoid constructs. They have glass orbs embedded in their palms that release blazing beams of light."
]
},
"actionTags": [
"Multiattack"
],
"miscTags": [
"MW",
"RW",
"MLW"
],
"attachedItems": [
"greatsword|phb"
]
},
{
"name": "Magitech Seeker",
"source": "Ar2",
"page": 28,
"size": [
"L"
],
"type": "construct",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"formula": "8d10 + 32",
"average": 76
},
"speed": {
"walk": 30,
"climb": 30
},
"str": 16,
"dex": 15,
"con": 18,
"int": 4,
"wis": 15,
"cha": 5,
"skill": {
"perception": "+4"
},
"senses": [
"blindsight 30 ft. (blind beyond this radius)"
],
"passive": 14,
"resist": [
"lightning"
],
"immune": [
"poison"
],
"conditionImmune": [
"charmed",
"exhaustion",
"frightened",
"paralyzed",
"poisoned"
],
"cr": "2",
"action": [
{
"name": "Multiattack",
"entries": [
"The seeker attacks twice with its tentacles or makes one tentacle attack and one bite attack."
]
},
{
"name": "Tentacle",
"entries": [
"{@atk mw} {@hit 5} to hit, reach 10 ft., one creature. {@h} 10 ({@damage 2d6 + 3}) slashing damage."
]
},
{
"name": "Bite",
"entries": [
"{@atk mw} {@hit 5} to hit, reach 10 ft., one creature. {@h} 10 ({@damage 2d6 + 3}) piercing damage."
]
}
],
"fluff": {
"entries": [
"Seekers are worm-like metal constructs. They have long, bladed tentacles extending from their bodies. Their head opens into an orifice containing rings of sharp metal teeth."
]
},
"actionTags": [
"Multiattack",
"Tentacles"
],
"miscTags": [
"MW",
"RCH"
]
},
{
"name": "Pulse Echo",
"source": "Ar2",
"page": 29,
"size": [
"M"
],
"type": "elemental",
"alignment": [
"U"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"formula": "7d8 + 21",
"average": 52
},
"speed": {
"walk": 0,
"fly": {
"number": 30,
"condition": "(hover)"
},
"canHover": true
},
"str": 17,
"dex": 12,
"con": 16,
"int": 10,
"wis": 13,
"cha": 6,
"resist": [
"fire"
],
"immune": [
"lightning",
"poison"
],
"conditionImmune": [
"charmed",
"exhaustion",
"frightened",
"paralyzed",
"poisoned"
],
"senses": [
"blindsight 20 ft.",
"darkvision 60 ft."
],
"passive": 11,
"cr": "2",
"trait": [
{
"name": "Charged Body",
"entries": [
"A creature that touches the pulse echo or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) lightning damage."
]
}
],
"action": [
{
"name": "Slam",
"entries": [
"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h} 7 ({@damage 1d8 + 3}) bludgeoning damage and 4 ({@damage 1d8}) lightning damage."
]
},
{
"name": "Shock Pulse",
"entries": [
"The pulse echo releases a wave of electrical energy in a 15-foot cone. Each creature in the area must make a DC 11 Dexterity saving throw, taking 17 ({@damage 5d6}) lightning damage on a failed save, or half as much on a successful one."
]
}
],
"fluff": {
"entries": [
"Pulse echoes are lightning elementals with a humanoid torso atop a trail of lightning that hovers above the ground."
]
},
"miscTags": [
"MW",
"AOE"
]
},
{
"name": "Silver Hunter",
"source": "Ar2",
"page": 29,
"size": [
"L"
],
"type": "construct",
"alignment": [
"U"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"formula": "8d10 + 32",
"average": 76
},
"speed": {
"walk": 40
},
"str": 17,
"dex": 16,
"con": 19,
"int": 5,
"wis": 13,
"cha": 5,
"skill": {
"perception": "+3"
},
"resist": [
"lightning"
],
"immune": [
"poison"
],
"conditionImmune": [
"charmed",
"exhaustion",
"frightened",
"paralyzed",
"poisoned"
],
"senses": [
"blindsight 20 ft.",
"darkvision 60 ft."
],
"passive": 13,
"cr": "3",
"trait": [
{
"name": "Pack Tactics",
"entries": [
"The hunter has advantage on an attack roll against a creature if at least one of the hunter's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."
]
},
{
"name": "Spider Climb",
"entries": [
"The hunter can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The hunter makes two bladed limb attacks."
]
},
{
"name": "Bladed Limb",
"entries": [
"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h} 12 ({@damage 2d8 + 3}) slashing damage."
]
}
],
"fluff": {
"entries": [
"These spider-like metallic constructs have a metal carapace and blade-tipped silvery appendages."
]
},
"traitTags": [
"Pack Tactics",
"Spider Climb"
],
"actionTags": [
"Multiattack"
],
"miscTags": [
"MW"
]
},
{
"name": "Silver Striker",
"source": "Ar2",
"page": 30,
"size": [
"L"
],
"type": "construct",
"alignment": [
"U"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"formula": "15d10 + 60",
"average": 142
},
"speed": {
"walk": 40
},
"str": 20,
"dex": 12,
"con": 18,
"int": 3,
"wis": 9,
"cha": 1,
"immune": [
"lightning",
"poison",
"psychic"
],
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "from nonmagical attacks"
}
],
"conditionImmune": [
"charmed",
"exhaustion",
"frightened",
"paralyzed",
"poisoned"
],
"senses": [
"blindsight 20 ft.",
"darkvision 60 ft."
],
"passive": 9,
"cr": "10",
"trait": [
{
"name": "Immutable Form",
"entries": [
"The striker is immune to any spell or effect that would alter its form."
]
},
{
"name": "Magic Resistance",
"entries": [
"The striker has advantage on saving throws against spells and other magical effects."
]
},
{
"name": "Magic Weapons",
"entries": [
"The striker's weapon attacks are magical."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The hunter makes three slam attacks."
]
},
{
"name": "Slam",
"entries": [
"{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h} 12 ({@damage 2d6 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until the creature completes a long rest."
]
}
],
"fluff": {
"entries": [
"The striker is a bulky, metallic humanoid construct with elongated arms and oversized hands."
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%202%20Images/Silver%20Striker.webp"
}
}
]
},
"traitTags": [
"Immutable Form",
"Magic Resistance",
"Magic Weapons"
],
"actionTags": [
"Multiattack"
],
"miscTags": [
"MW"
]
},
{
"name": "Steel Sentry",
"source": "Ar2",
"page": 31,
"size": [
"H"
],
"type": "construct",
"alignment": [
"U"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"formula": "16d12 + 80",
"average": 184
},
"speed": {
"walk": 50,
"climb": 40
},
"str": 23,
"dex": 16,
"con": 20,
"int": 7,
"wis": 14,
"cha": 12,
"skill": {
"perception": "+6",
"stealth": "+7"
},
"immune": [
"fire",
"poison"
],
"conditionImmune": [
"charmed",
"exhaustion",
"frightened",
"poisoned"
],
"senses": [
"blindsight 20 ft.",
"darkvision 60 ft."
],
"passive": 16,
"cr": "12",
"trait": [
{
"name": "Legendary Resistance (3/Day)",
"entries": [
"If the sentry fails a saving throw, it can choose to succeed instead."
]
},
{
"name": "Spider Climb",
"entries": [
"The sentry can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The sentry makes two attacks: one with its bite and one to constrict."
]
},
{
"name": "Bite",
"entries": [
"{@atk mw} {@hit 10} to hit, reach 10 ft., one creature. {@h} 22 ({@damage 3d10 + 6}) piercing damage."
]
},
{
"name": "Constrict",
"entries": [
"{@atk mw} {@hit 10} to hit, reach 5 ft., one Large or smaller creature. {@h} 17 ({@damage 2d10 + 6}) bludgeoning damage plus 17 ({@damage 2d10 + 6}) slashing damage. The target is {@condition grappled} (escape DC 16) if the sentry isn't already constricting a creature, and the target is {@condition restrained} until this grapple ends."
]
},
{
"name": "Flame Breath (Recharge 5<>6)",
"entries": [
"The sentry exhales a line of flame that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 66 ({@damage 12d10}) fire damage on a failed save, or half as much damage on a successful one."
]
},
{
"name": "Swallow",
"entries": [
"The sentry makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is {@condition blinded} and {@condition restrained}, it has total cover against attacks and other effects outside the sentry, and it takes 21 ({@damage 6d6}) fire damage at the start of each of the sentry's turns. A sentry can have only one creature swallowed at a time.",
"If the sentry takes 30 damage or more on a single turn from the swallowed creature, the sentry must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 10 feet of the sentry. If the sentry dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}."
]
}
],
"legendaryHeader": [
"The sentry can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sentry regains spent legendary actions at the start of its turn."
],
"legendary": [
{
"name": "Detect",
"entries": [
"The sentry makes a Wisdom (Perception) check."
]
},
{
"name": "Move",
"entries": [
"The sentry moves up to half its speed without provoking any opportunity attacks."
]
},
{
"name": "Sweep (Costs 3 Actions)",
"entries": [
"The sentry whips its serpentine tail in a 15-foot cone. Each creature in the area must succeed on a DC 18 Strength saving throw or be knocked {@condition prone}."
]
}
],
"fluff": {
"entries": [
"The sentry is a serpentine construct with a frame of armored plates connected by steaming metal coils. Its crystalline eyes glow with a bright red light."
]
},
"traitTags": [
"Legendary Resistances",
"Spider Climb"
],
"actionTags": [
"Breath Weapon",
"Multiattack",
"Swallow"
],
"miscTags": [
"MW",
"RCH",
"AOE"
]
}
],
"subclass": [
{
"name": "Order of Hibernation",
"shortName": "Hibernation",
"source": "Ar2",
"subclassFeatures": [
"Order of Hibernation|Wizard||Hibernation|Ar2|2",
"Winter Reserves|Wizard||Hibernation|Ar2|6",
"Arcane Stitching|Wizard||Hibernation|Ar2|10",
"Wrathbearer|Wizard||Hibernation|Ar2|14"
],
"className": "Wizard",
"classSource": "PHB"
},
{
"name": "College of Springtide",
"shortName": "Springtide",
"source": "Ar2",
"subclassSpells": [
"cure wounds"
],
"additionalSpells": [
{
"innate": {
"1": [
"cure wounds"
]
}
}
],
"subclassFeatures": [
"College of Springtide|Bard||Springtide|Ar2|3",
"Downpour Respite|Bard||Springtide|Ar2|6",
"Storm Song|Bard||Springtide|Ar2|14"
],
"className": "Bard",
"classSource": "PHB"
},
{
"name": "Child of the Sun Bloodline",
"shortName": "Sun Bloodline",
"source": "Ar2",
"subclassSpells": [
"light"
],
"additionalSpells": [
{
"innate": {
"0": [
"light#c"
]
}
}
],
"subclassFeatures": [
"Child of the Sun Bloodline|Sorcerer||Sun Bloodline|Ar2|1",
"Sunlit Path|Sorcerer||Sun Bloodline|Ar2|6",
"Grasping the Sun|Sorcerer||Sun Bloodline|Ar2|14",
"Bright Zenith|Sorcerer||Sun Bloodline|Ar2|18"
],
"className": "Sorcerer",
"classSource": "PHB"
},
{
"name": "The Horned One",
"shortName": "Horned One",
"source": "Ar2",
"subclassSpells": [
"goodberry",
"hunter's mark",
"pass without trace",
"silence",
"nondetection",
"phantom steed",
"freedom of movement",
"locate creature",
"mislead",
"tree stride",
"eldritch blast"
],
"additionalSpells": [
{
"expanded": {
"0": [
"eldritch blast#c"
]
}
},
{
"expanded": {
"s1": [
"goodberry",
"hunter's mark"
]
}
},
{
"expanded": {
"s2": [
"pass without trace",
"silence"
]
}
},
{
"expanded": {
"s3": [
"nondetection",
"phantom steed"
]
}
},
{
"expanded": {
"s4": [
"freedom of movement",
"locate creature"
]
}
},
{
"expanded": {
"s5": [
"mislead",
"tree stride"
]
}
}
],
"subclassFeatures": [
"The Horned One|Warlock||Horned One|Ar2|1",
"Blessing of the Hunt|Warlock||Horned One|Ar2|6",
"Territory of the Harrier|Warlock||Horned One|Ar2|10",
"Autumn Feast|Warlock||Horned One|Ar2|14"
],
"className": "Warlock",
"classSource": "PHB"
}
],
"subclassFeature": [
{
"name": "The Horned One",
"source": "Ar2",
"page": 6,
"className": "Warlock",
"classSource": "PHB",
"subclassShortName": "Horned One",
"subclassSource": "Ar2",
"level": 1,
"entries": [
"Fear and apprehension permeate the autumn winds. Lush greens pass to dying oranges, soft grass turns to prickling leaves, and vibrant life slows towards deathly stillness. Hunters ready their tools, wit, and ferocity to seek out food and glory. And it is here, in this season of dispassionate bloodshed, that your patron comes to be. A being of blood and sweat, the Horned One is a proud and harried participant in the thrill of the hunt. For sport or for survival, many attempt to share in the Horned One's chase. But only those with true determination and courage can endure the autumn hunt and be molded by its power.",
"The Horned One often takes the form of hunted or harried animals, testing would-be warlocks to see if they have the courage to face blood. At other times, they take the form of a large and terrifying predator to harry potential warlocks and challenge them to pit fortitude against fear. Those who pass such trials are given the blessing of the autumn hunt: a pact with the Horned One.",
"Silent and patient, the Horned One rarely interferes with the actions of those who receive their favor, but may call upon you one crisp fall day for a hunt of great importance. Until such a time, it is up to you to continue to prove yourself with dangerous prey and grand kills.",
{
"type": "entries",
"name": "Expanded Spell List",
"page": 7,
"entries": [
"The Horned One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.",
{
"type": "table",
"caption": "Horned One Expanded Spells",
"colLabels": [
"Spell Level",
"Spells"
],
"colStyles": [
"col-3 text-center",
"col-9"
],
"rows": [
[
"1st",
"{@spell goodberry}, {@spell hunter's mark}"
],
[
"2nd",
"{@spell pass without trace}, {@spell silence}"
],
[
"3rd",
"{@spell nondetection}, {@spell phantom steed}"
],
[
"4th",
"{@spell freedom of movement}, {@spell locate creature}"
],
[
"5th",
"{@spell mislead}, {@spell tree stride}"
]
]
}
]
},
{
"type": "refSubclassFeature",
"subclassFeature": "Horned Hunter|Warlock||Horned One|Ar2|1"
}
]
},
{
"name": "Horned Hunter",
"page": 7,
"entries": [
"At 1st level, you are given the tools to take on a proper role in the hunt. You gain proficiency with martial weapons and the Stealth skill, and you can use a ranged weapon as a spellcasting focus for your warlock spells.",
"In addition, you learn the {@spell eldritch blast} cantrip, which doesn't count against the number of warlock cantrips you know. When you cast {@spell eldritch blast}, you can make each beam you create with the cantrip take the form of an arrow, without the need for verbal and somatic components, and immediately fire this arrow from a shortbow, longbow, light crossbow, or heavy crossbow you are wielding. When used in this way, any benefits the weapon may confer to normal ammunition also apply to the magical arrow. For instance, a +1 longbow would confer a +1 bonus to attack and damage rolls made with your {@spell eldritch blast} cantrip. The weapon may be used as a spellcasting focus for all warlock spells, but only grants its bonuses to the {@spell eldritch blast} cantrip."
],
"source": "Ar2",
"className": "Warlock",
"classSource": "PHB",
"subclassShortName": "Horned One",
"subclassSource": "Ar2",
"level": 1,
"header": 1
},
{
"name": "Blessing of the Hunt",
"source": "Ar2",
"page": 7,
"className": "Warlock",
"classSource": "PHB",
"subclassShortName": "Horned One",
"subclassSource": "Ar2",
"level": 6,
"entries": [
"At 6th level, the hunt feeds and rewards you for each creature you slay. Each time you kill a creature with a CR of 1 or higher, your melee and ranged attacks deal an extra {@damage 1d4} damage for the next 10 minutes.",
"Additionally, after killing a creature with a CR of 1 or higher, you no longer have to eat or drink that day."
]
},
{
"name": "Territory of the Harrier",
"source": "Ar2",
"page": 7,
"className": "Warlock",
"classSource": "PHB",
"subclassShortName": "Horned One",
"subclassSource": "Ar2",
"level": 10,
"entries": [
"At 10th level, you've learned to emulate fellow predators and their tactics. As an action, you can declare a num ber of 5-foot-square spaces on the ground equal to your Constitution modifier to be trapped. Each trapped space must be within 30 feet of you, and cannot be farther than 10 feet apart from another trapped space. The first time a creature enters a trapped space, it must make a Dexterity saving throw against your spell save DC as spectral claws and thorns burst from the ground. On a failed save, the creature takes {@damage 2d10} force damage and its walking speed is halved for 1 minute. On a successful save, it takes half as much damage and its speed isn't reduced. A space re mains trapped until it is triggered, you regain uses of this feature, you use this feature again, or 8 hours pass.",
"You can use this feature three times, and you regain all uses when you finish a short or long rest."
]
},
{
"name": "Autumn Feast",
"source": "Ar2",
"page": 7,
"className": "Warlock",
"classSource": "PHB",
"subclassShortName": "Horned One",
"subclassSource": "Ar2",
"level": 14,
"entries": [
"All creatures of the hunt grow strong from bloodshed, and you are no exception. Beginning at 14th level, you score a critical hit with an attack from the {@spell eldritch blast} cantrip on a roll of 19 or 20. Additionally, when you score a critical hit against a creature, you regain a number of hit points equal to your level."
]
},
{
"name": "Child of the Sun Bloodline",
"source": "Ar2",
"page": 5,
"className": "Sorcerer",
"classSource": "PHB",
"subclassShortName": "Sun Bloodline",
"subclassSource": "Ar2",
"level": 1,
"entries": [
"There is simplicity in the summer sun, whose light is impossible to overcome. For in what realm could one be bold enough to attempt to tame the sun's great power? Shield yourself from it, and its intensity seems to magnify between your fingers. Hide yourself away, and you only let something else scorch in your place. Attempt to flee from it, and you run forever without once separating yourself from its reach. And in that ever-blazing light a Child of the Sun gains their dazzling power.",
"Perhaps your lineage can be traced to outsiders with an affinity for the summer sun, or perhaps you have an ancestor who infused a pure droplet of the season's pow er into their blood. Regardless of how it came to be, the summer's power has never once diluted, and now rises through you into this world with silent and commanding brilliance.",
{
"type": "refSubclassFeature",
"subclassFeature": "Glimpse of the Sun|Sorcerer||Sun Bloodline|Ar2|1"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Summer's Defiant Blood|Sorcerer||Sun Bloodline|Ar2|1"
}
]
},
{
"name": "Glimpse of the Sun",
"page": 5,
"entries": [
"",
"Starting at 1st level, the first powers of the sun awaken in you. You learn the {@spell light} cantrip, but it doesn't count against your number of sorcerer cantrips you know. When you cast this cantrip, you can designate which creatures within 20 feet of you can perceive the light. All others cannot see the light created by the cantrip.",
"When you reach 3rd level, when you have an ongoing {@spell light} cantrip, you can spend a sorcery point as an action and choose a creature within 20 feet of the light source who can't already see it. The light from your cantrip suddenly flares with dazzling brightness, and the creature must succeed on a Dexterity saving throw against your spell save DC or be {@condition blinded} until the end of your next turn."
],
"source": "Ar2",
"className": "Sorcerer",
"classSource": "PHB",
"subclassShortName": "Sun Bloodline",
"subclassSource": "Ar2",
"level": 1,
"header": 1
},
{
"name": "Summer's Defiant Blood",
"page": 5,
"entries": [
"Your blood hums with volatile power, and your racing heartbeat reverberates with arcane energy, making it the perfect conduit for your spells. Whenever a creature makes an attack roll against you or forces you to make a saving throw, you can add your Charisma modifier to the damage roll of the next spell you cast before the end of your next turn. You can only benefit from this feature one per round."
],
"source": "Ar2",
"className": "Sorcerer",
"classSource": "PHB",
"subclassShortName": "Sun Bloodline",
"subclassSource": "Ar2",
"level": 1,
"header": 1
},
{
"name": "Sunlit Path",
"source": "Ar2",
"page": 5,
"className": "Sorcerer",
"classSource": "PHB",
"subclassShortName": "Sun Bloodline",
"subclassSource": "Ar2",
"level": 6,
"entries": [
"The world, illuminated and revealed by summer's long days, becomes easier for you to traverse. Beginning at 6th level, your walking speed increases by 15 feet, and you gain resistance to radiant damage.",
"Additionally, when calculating your overland travel pace for 1 minute, 1 mile, and 1 day, your speed and the speed of any allies you choose within 30 feet of you increases by 100 feet per minute, 1 mile per hour, and 6 miles per day."
]
},
{
"name": "Grasping the Sun",
"source": "Ar2",
"page": 6,
"className": "Sorcerer",
"classSource": "PHB",
"subclassShortName": "Sun Bloodline",
"subclassSource": "Ar2",
"level": 14,
"entries": [
"Starting at 14th level, you can unleash summer's sweltering heat against those who do you harm. When you take damage from a source you can see, you can use your reaction to reduce the amount of damage by a number equal to your sorcerer level. If the damage was from another creature's melee attack, that creature takes radiant damage equal to your sorcerer level."
]
},
{
"name": "Bright Zenith",
"source": "Ar2",
"page": 6,
"className": "Sorcerer",
"classSource": "PHB",
"subclassShortName": "Sun Bloodline",
"subclassSource": "Ar2",
"level": 18,
"entries": [
"At 18th level, you can expend 6 sorcery points as a bonus action to unshackle your magic from your body, revealing a brilliant and awe-inspiring form. While in this form, when you use Glimpse of the Sun feature to create a blinding flare, you can affect all creatures of your choice within 40 feet of the light source. You gain blindsight out to a range of 100 feet, and any spell you cast that targets a single creature can affect a creature you can perceive with your blindsight as though you had an unobstructed path to it, provided that the creature is within the normal range of the spell. This form lasts for 1 minute."
]
},
{
"name": "College of Springtide",
"source": "Ar2",
"page": 4,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Springtide",
"subclassSource": "Ar2",
"level": 3,
"entries": [
"From the desolation of winter comes the rebirth of spring. The smell of rain and earth hanging in the air, the first bloom of green after the silent pale of winter, and the rushing waters of snowmelt. These tides of change teach bards to inspire and refresh their allies like rain, and wield power that crashes upon their foes like a sudden squall.",
"Like the spring from which they blossom, Bards of the College of Springtide learn of endings and renewal, for no growth can come from a dead and overgrown place. But as their powers of rejuvenation swell, so too does their talent for overwhelming force, like unstoppable floods brought by spring storms.",
{
"type": "entries",
"name": "Blooming Repertoire",
"page": 4,
"entries": [
"When you join the College of Springtide at 3rd level, you approach each day with a new and reinvigorated mindset. After finishing a long rest, you gain proficiency in one skill and a tool of your choice. When you finish a long rest, you can change these proficiencies.",
"Additionally, you learn the {@spell cure wounds} spell. If you already know that spell, you can learn one other bard spell of 1st level that you don't already know.The spell you learn doesn't count against the number of bard spells you know."
]
},
{
"type": "entries",
"name": "Petrichor",
"page": 4,
"entries": [
"Also at 3rd level, you learn to infuse your Bardic Inspiration with the calming aftermath of early morning rain. When you give a Bardic Inspiration die to a creature affected by an effect that a saving throw can end, the creature can immediately make a saving throw to end the effect."
]
}
]
},
{
"name": "Downpour Respite",
"source": "Ar2",
"page": 4,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Springtide",
"subclassSource": "Ar2",
"level": 6,
"entries": [
"Your presence is like a midday drizzle, refreshing your allies and disheartening your enemies. Beginning at 6th level, if you deal damage to a creature, the next time you cast the {@spell cure wounds} spell before the end of your next turn, you can cast the spell as a bonus action.",
"Additionally, creatures that benefit from your Song of Rest regain additional hit points equal to your Charisma modifier."
]
},
{
"name": "Storm Song",
"source": "Ar2",
"page": 4,
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Springtide",
"subclassSource": "Ar2",
"level": 14,
"entries": [
"Your words bear down with the weight of the storm, growing in devastation, renewed by its persistent and monolithic nature. Starting at 14th level, once per round when you or an ally within 60 feet of you scores a critical hit or reduces one or more creatures to 0 hit points, you can use your reaction to regain a use of Bardic Inspira tion. You can use this feature a number of times per day equal to your Charisma modifier. You regain all uses of this feature when you finish a long rest."
]
},
{
"name": "Order of Hibernation",
"source": "Ar2",
"page": 2,
"className": "Wizard",
"classSource": "PHB",
"subclassShortName": "Hibernation",
"subclassSource": "Ar2",
"level": 2,
"entries": [
"Ceaseless winter winds howl as they tear across the pale landscape, eventually calming to a slight breeze as snow falls in the quiet and cold night. Blinding storms give way to moments of eerie calm and stillness. For some, the sea son is a time to huddle inside until such cold days pass, but wizards of the Order of Hibernation embrace both the chance for rest and the might of the winter storms.",
"In their first lessons, these mages learn to store their potential, banking reserves of magic through repose. This practice bears furious fruit: where many see rest as the end goal, a wizard of this school can use the power of respite as a stepping stone to unleashing the full fury of winter's wrath.",
{
"type": "entries",
"name": "Restful Studies",
"page": 2,
"entries": [
"Beginning when you select this school at 2nd level, you become more adept at using your resting time. You only need a minimum of 6 hours of total downtime, including 4 hours of sleep (or 3 hours of meditation if you are an elf), to gain the benefits of a long rest, and half an hour of downtime to gain the benefits of a short rest. The time you need to spend to copy a spell into your spellbook is reduced by half.",
"Additionally, at 2nd, 6th, 10th, and 14th level you gain an additional Hit Die. These bonus Hit Dice do not affect your hit point maximum, but you can spend them during a short rest or to power certain features. These bonus Hit Dice are always regained alongside the normal number of Hit Dice you regain when you take a long rest."
]
},
{
"type": "entries",
"name": "Wrathful Conduit",
"page": 3,
"entries": [
"Starting at 2nd level, you can draw upon potential recuperation and turn it into immediate arcane power. When you expend Hit Dice using this feature, you don't regain hit points. You can use only one of the following options on a spell when you cast it.",
{
"type": "list",
"items": [
"When you cast a spell, you can expend one wizard Hit Die to cast it without any somatic or verbal components.",
"When you cast a spell that deals damage, you can expend any number of wizard Hit Dice to increase the total damage dealt by the spell by an amount equal to the rolled total of all Hit Dice expended in this way.",
"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can expend one wizard Hit Die to increase the saving throw DC of the spell by 1."
]
}
]
}
]
},
{
"name": "Winter Reserves",
"source": "Ar2",
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"classSource": "PHB",
"subclassShortName": "Hibernation",
"subclassSource": "Ar2",
"level": 6,
"entries": [
"Starting at 6th level, you have learned to stockpile arcane energy and draw upon the power of this potential. As long as you have three spell slots remaining, you gain the following benefits:",
{
"type": "list",
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"You have +1 bonus to saving throws.",
"While you are not wearing any armor, you have a +2 bonus to AC.",
"You add your Intelligence modifier to the damage you deal with any wizard spell."
]
}
]
},
{
"name": "Arcane Stitching",
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"Beginning at 10th level, your stored arcane energy works to heal your wounds. if you start your turn with less than half of your maximum hit point value and your Winter Reserves feature is active, you regain hit points equal to your proficiency modifier. You don't gain this benefit if you have 0 hit points.",
"Additionally, when you take a short rest, you regain the maximum number of hit points possible from any Hit Dice you spend."
]
},
{
"name": "Wrathbearer",
"source": "Ar2",
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"subclassSource": "Ar2",
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"At 14th level, your ability to hold and stockpile has taught you how to keep only what you need, and to turn the rest into a surge of arcane force. Once per turn when you cast a spell, you can release a wave of energy using one or both of the following options:",
{
"type": "list",
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"When you cast a spell, you can expend any num ber of wizard Hit Dice to push creatures away from you. Choose any number of creatures within 30 feet of you that you can see. Each creature must make a Strength saving throw against your spell save DC or be pushed a distance in feet equal to the rolled result of the Hit Dice expended.",
"When you cast a spell, you can expend a spell slot to deal damage to creatures around you. Choose any number of creatures within 30 feet of you that you can see. Each creature must make a Constitution saving throw against your spell save DC, taking {@damage 1d8} force damage per level of the spell slot expended on a failed save, or half as much damage on a success ful one."
]
}
]
}
],
"adventure": [
{
"name": "Well of the Lost Gods",
"id": "Ar2",
"source": "Ar2",
"contents": [
{
"name": "The Adventure"
},
{
"name": "Adventure Background",
"headers": [
"Adventure Overview",
"Arrival at Ashstead"
]
},
{
"name": "Part 1: Ashstead's Oddities",
"headers": [
"Metal Contraption",
"Tinkering with the Object",
"The Drunken Beard"
]
},
{
"name": "Part 2: Into the Rift",
"headers": [
"A1. Rift Entrance",
"A2. The Tunnels",
"A3. Well of Energy"
]
},
{
"name": "Part 3: Magitech Mayhem",
"headers": [
"B1. Laboratory Entrance",
"B2. Junction Chamber Entrance",
"B3. Research Stations",
"Ellsee Appears",
"B4. Main Junction Chamber",
"Conclusion"
]
}
],
"level": {
"start": 8,
"end": 8
},
"published": "2021-02-01",
"storyline": "Arcadia",
"group": "homebrew"
}
],
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"source": "Ar2",
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"An investigation into unusual events uncovers an ancient secret of mythical origins. Well of the Lost Gods is optimized for four to five 8th-level characters. Statistics for creatures not found in the game's core rules are provided at the end of the adventure.",
{
"type": "quote",
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"Any sufficiently advanced technology is indistinguishable from magic."
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"by": "Arthur C. Clarke"
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"The Well of Lost Gods is a ruined outpost that houses a planar portal to a once-great empire. At its apex, this lost civilization achieved marvels of magic and technology unlike anything known in living memo ry. A magical cataclysm befell the empire eons ago, leaving behind an extraplanar wasteland. The outpost leading to it was buried beneath the local mountain range.",
"Recently, a powerful earthquake opened a rift in the mountainside, unleashing waves of unstable magical energy and deadly automatons. The nearby town of Ashtead is simple, modest, and ill-equipped to deal with the magical monstrosities attacking the town. Luckily, some able and experienced adventurers hap pen to be passing through...",
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"{@b {@i Part 1: Ashstead's Oddities.}} The characters arrive at Ashstead in time to experience one of the strange local anomalies.",
"{@b {@i Part 2: Into the Rift.}} To save the townsfolk, the characters journey to a pool of magical energy located beneath the Wyrmtail Mountains.",
"{@b {@i Part 3: Magitech Mayhem.}} The characters locate the source of the anomalies and learn a deeper truth behind the fall of the ancient empire."
]
}
]
},
{
"type": "inset",
"name": "Putting the Well in Your Game",
"entries": [
"Who made the Well of the Lost Gods? That's up to you. In your world, maybe an ancient empire of the elves. Perhaps a dead human civilization once reached these heights. Or maybe the Well is not of this world - it could have been forged by spacefaring or time-travelling beings from a distant future, or even a distant past! A suggestion for the civilization that created the Well is provided below, but you should feel free to adjust it or completely change it to fit your game.",
"The Thalisian Empire. Eons ago, powerful celestial beings called immortals ruled over Thalis from Arkencloud, a metal-spired city that sailed over the skies. Thalis fell millennia ago, brought to ruin by a traitorous demonic incursion that sparked a civil war among the immortals. The final battle caused a wave of chaotic magical energy that washed over the empire. The floating city burned as it fell upon the magical wasteland. A few humanoid villages and towns on the empire's border were spared.",
"Over time, survivors spread further away from the borders of the old empire, leaving behind the area they called the Valley of Lost Gods and establishing new nations like the land where Ashstead is located. The only traversable path into the wasteland collapsed upon itself nearly five hundred years ago, sealing the ruins of the Thalisian Empire away until a recent earthquake unearthed a long-buried secret."
]
},
{
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"page": 20,
"entries": [
"The characters arrive in town, following a call for adventurers made by Luseldis, the town's burgomaster (a neutral good human {@creature noble}). Upon speaking with her, she provides the characters with the following information:",
{
"type": "list",
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"Magical anomalies have occurred in different areas of the town over the past two weeks. They began the day after the recent earthquake and consist of anything from random fires to waters turning to acid to entire buildings completely disappearing.",
"There is no pattern as to the type of anomalies, nor the time or place in which they occur."
]
},
"The anomalies have caused damage to buildings and have also injured several of the local residents.",
"Luseldis offers a reward of 2,000 gp to the characters in exchange for discovering the source of the anomalies and eliminating it. She recommends they visit Gautia, the town sage, who is studying the most recent anomalies (see \"Metal Contraption,\" below). The burgomaster also points them toward Brendar, the proprietor of a tavern called the Drunken Beard, who has been organizing search parties in and around town."
]
}
]
},
{
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"page": 20,
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"The characters can find all standard equipment, goods, and services at the usual prices. As directed by Luseldis, the party can meet with either Gautia or Brendar for more information about the anomalies.",
{
"type": "entries",
"name": "Metal Contraption",
"page": 20,
"entries": [
{
"type": "insetReadaloud",
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"A 30-foot-diameter indentation forms a crater in the center of the road. In the middle of the crater, a 6-foot-tall pillar of metallic panels is embedded into the ground. The jagged panels are connected by metal bars and dark, coiled ropes."
]
},
"Gautia, a lawful neutral half-elf {@creature commoner} and the town's local sage, studies the pillar-shaped structure. After pleasantries, she tells the characters the object landed there yesterday, seemingly coming down from the mountains just outside of town. The sage's apprentice, Haera, was nearly killed investigating the object, so Gautia has been very careful while studying it, unfortunately learning very little.",
"Gautia warns the characters to be wary of the dark rope-like coils within the object's frame. A character who succeeds on a DC 14 Wisdom (Perception) check notices several indentations along the surface of one of the metal panels that could be depressible buttons. A {@spell detect magic} spell reveals that the dark coils running between the metal panels bear some form of enchantment.",
{
"type": "inset",
"name": "Roleplaying Gautia",
"entries": [
"Gautia's family is one of the oldest in Ashstead, and her father was the town's sage before her. She shares knowledge freely but shows little tolerance for foolishness. Even with all her studies, she has never experienced anything close to the recent events in Ashstead, and is baffled for the first time in many years.",
"If the characters consult Gautia for more information while examining the contraption (see \"Tinkering with the Object,\" below), they gain advantage on their Intelligence (Investigation) checks to notice the object's buttons."
]
}
]
},
{
"type": "entries",
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"page": 20,
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"title": "Handout: Object Buttons"
},
"Characters who examine the buttons and succeed on a DC 14 Intelligence (Investigation) check notice there is a pattern of angular lines running between the buttons. See the \"Object Buttons\" handout, which you can share with your players. When the buttons are pushed along the linear pattern, one of the smaller panels slides open and a silvery metal orb rolls out from the opening.",
"The marble-sized orb has indecipherable markings etched into its surface. A {@spell detect magic} spell reveals the same form of enchantment as that which runs through the object's dark coils. Upon spotting the orb, Gautia mentions she has seen the same markings on a metal disc brought back from the mountains by the survivor of a recent expeditionary group. The survivor is a half-orc named Naulach, who works at the Drunken Beard tavern.",
"{@b {@i Using Force.}} A character who pulls on the coils with a successful DC 13 Strength (Athletics) check is struck by a backlash of magical energy, taking 10 ({@damage 3d6}) lightning damage. The object then changes shape into a {@creature silver striker|Ar2} that attacks the party. Dealing 15 damage or more to the object in a single attack also produces the same result If the striker is defeated, a panel on its side opens and drops the same metallic orb that could have been gained by using the buttons as described above."
]
},
{
"type": "entries",
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"page": 21,
"entries": [
{
"type": "insetReadaloud",
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"When the Drunken Beard tavern comes into view, a greenish smoke is billowing out from the entrance. An old dwarf rushes out the front door, frantically ushering the other patrons out behind him."
]
},
"Brandar Flintborn, a chaotic good dwarf {@creature commoner} and the proprietor of this tavern, insists the characters come no closer, as he flees from the building along with his pa trons. Seconds later, the fog engulfs the entire building and solidifies, encasing the tavern in a dome of indestruc tible greenish glass.",
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"page": 21,
"entries": [
"Shortly after the Drunken Beard is encased in glass, Bran dar approaches the characters, accompanied by Naulach (a neutral good half-orc {@creature scout}). Naulach is the last of the search party that ventured out to investigate a rift that opened in the nearby Wyrmtail Mountains. He explains that his party was attacked by beasts forged from en chanted metal, which emerged from a magical well they discovered in the pass.",
"Naulach thinks the well might be some kind of passage, but they were never able to get close enough to find out. The only thing he was able to retrieve was a 2-foot-diam eter silvery disk etched with strange markings. The metal disk is now trapped within the tavern. He suspects it may have triggered the anomaly that engulfed the building.",
{
"type": "inset",
"name": "Brandar and Naulach",
"entries": [
"Brandar has lived in Ashstead for ten years and is well-regarded among the townspeople. He believes that the latest anomaly is connected to Naulach's discovery in the rift, given the timing of events. He's more concerned for the few people left trapped within his tavern than the tavern itself—and he worries that unless the source of these anomalies is discovered soon, they're only going to get worse, eventually consuming the entire town.",
"Naulach is an explorer at heart and is close friends with the town sage, Gautia. He's both relieved and regretful that he's the only survivor of his expedition. He provides as much help as he can, but is too unsure of himself to venture out into the mountains again."
]
},
"After the characters hear Naulach's tale, the half-orc suggests that they speak with Gautia, the local sage, who is investigating a similar metal object that fell into town from the mountainside (if they haven't already done so).",
"Naulach can provide the characters with directions to the mountain rift. He's sure the magical well of energy is connected to the recent anomalies affecting the town. If the characters recover the metallic orb from the crashed construct (see \"Metal Contraption,\" above) and show it to Naulach, the half-orc recognizes the material. He says the creatures that attacked his group were constructed from the same silvery metal, as was the disk he retrieved from that area. Both he and Brandar hope that those trapped within the tavern can survive long enough to be freed from their crystalline prison. Unsure of the fate of his patrons, Brandar asks the characters to waste no time in finding a way to end these anomalies."
]
}
]
}
]
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"The journey from Ashstead to the mountain passage takes three hours. Refer to the Wyrmtail Caverns map for locations. When the characters arrive at the pass, read or paraphrase the following boxed text:",
{
"type": "insetReadaloud",
"entries": [
"Rocky, uneven terrain leads to a 30-foot-wide breach in the mountain wall. The surface of the ground where the rift begins is a dark grayish hue."
]
},
{
"type": "entries",
"name": "A1. Rift Entrance",
"page": 22,
"entries": [
"If the characters obtained the metallic orb from the construct in Ashstead (see \"Metal Contraption\"), it emits a vibrating pulse when they come within 50 feet of the en trance. The pulse repeats once every 10 seconds. If the character carrying the orb has a passive Perception score of 13 or higher, they can sense the vibration. It can't be felt within dimensional containers such as a {@item bag of holding}.",
"Beyond the entrance, the passage width narrows to 10 feet and turns into a large tunnel that slopes down into the mountain's underbelly. The orb's pulse gets stronger and faster as the characters progress deeper into the tunnels."
]
},
{
"type": "entries",
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"page": 22,
"entries": [
"After a 40-foot-long slope, the tunnel narrows again to a 10-foot width with a 10-foot-high ceiling. From here, there is only one direct path to the center of the breach, and it is shrouded by illusory tunnels made of chaotic magical energy. There are four false branches. The false paths can be spotted with a successful DC 16 Wisdom (Perception) check. Due to the magic in the area, spells such as {@spell detect magic} provide no benefit to detecting the false paths.",
"Coming within 5 feet of any of the false paths (marked on the map) unleashes a wave of magical energy in a 20- foot cone. Each creature within the cone must make a DC 14 Dexterity saving throw, taking 12 ({@damage 3d8}) force damage on a failed save, or half as much on a successful one. After the energy is released, the illusory path disappears.",
"If the characters acquired the metallic orb from the construct in Ashstead, its pulses get stronger the closer it gets to the well (area A3). Characters that discover this phenomenon can use the orb to gain advantage on their checks to spot the false paths."
]
},
{
"type": "entries",
"name": "A3. Well of Energy",
"page": 24,
"entries": [
"A 20-foot-diameter circle of swirling blue-white energy covers the center of this chamber's floor. Surges crackle outward like small bolts of lightning, periodically striking the surrounding walls.",
"While the characters remain in this chamber, they are subject to the random energy surges coming from the well. Each round on initiative count 20, choose a random character and make a ranged attack roll against them with a +6 bonus. On a hit, the character takes 9 ({@damage 2d8}) force damage.",
"A character that uses an action to study the magical surges and succeeds on a DC 15 Intelligence (Investigation) check notices a pattern in the time and placement of the energy surges. Attacks from the surges have disadvantage against characters who succeed on this check.",
{
"type": "entries",
"name": "Metal Menaces",
"page": 24,
"entries": [
"When the characters come within 10 feet of the magical well, one {@creature silver hunter|Ar2} per character emerges from it and attack, fighting until destroyed. They are unaffected by the well's magical surges."
]
},
{
"type": "entries",
"name": "Entering the Well",
"page": 24,
"entries": [
"The well of energy is a portal that leads into a magitech laboratory (part 3). A character who succeeds on a DC 13 Intelligence (Arcana) check can tell that the well is an extraplanar portal. If the characters jump into the well, the constructs do not follow.",
"If the constructs are destroyed, the characters can examine the well at their leisure and determine that it is a portal of some kind."
]
}
]
}
]
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"Characters that enter the energy well appear in area B1 of a secret laboratory (refer to the Magitech Lab map). The portal they entered from is nowhere to be seen on this side. The ceilings in this laboratory are 15 feet high. Areas B1 and B2 are dimly lit by magic runes on the walls, but all other areas lack light sources except for those the characters bring with them.",
{
"type": "entries",
"name": "B1. Laboratory Entrance",
"page": 24,
"entries": [
"The walls and ceiling of this area are a mix of stonework and bronze-colored metal. The dark gray stone floor be neath your feet feels similar to hardened clay. Glowing runes run along both sides of the long hallway in a repeating pattern, bathing the passage in dim red light.",
"When the characters arrive, a ghostly image of a human woman appears further down the hallway. She wears garments of a peculiar fashion with a long, flowing jacket. She reaches out to them, appearing to speak, though her voice only makes brief spurts of faint sound before she disappears. The only intelligible word is her name, ''Ellsee.''",
"The apparition is an illusory image, which reappears as the characters explore the area.",
"Spells or effects such as {@spell comprehend languages} translate the runes on the wall to read: ''Alert: System Failure.''"
]
},
{
"type": "entries",
"name": "B2. Junction Chamber Entrance",
"page": 24,
"entries": [
"A 10-foot-diameter metal plate is set into the north wall. Three crystal orbs are embedded into its surface in a diamond-shaped pattern.",
"This plate is actually a door leading to area B4. Its surface is covered by an {@condition invisible}, permanent {@spell wall of force} (per the spell). Each time a character activates a panel in any of the chambers labeled B3, one of the orbs on the door emits a bright blue glow. When all three orbs are lit, the door opens.",
{
"type": "entries",
"name": "Function Restored",
"page": 24,
"entries": [
"Once the research stations in area B3 are activated and the door to B4 is opened, the image of Ellsee (see area B1) appears in front of the doorway, awaiting the characters. When they arrive, she introduces herself as Ellsee, custo dian of the Diowan Research Station. She explains that the station is in emergency lockdown due to unexpected system damage. If the characters question Ellsee, she provides the following information:",
"Ellsee is not a living being and never was. She's an incorporeal magical construct imbued with her own intelligence and personality.",
"The station is used for magitech weapons research. It is also a junction point to enter Arkencloud, an aerial city of the empire.",
"The researchers that worked here evacuated and no one has been in the station for almost two thousand years.",
"A critical fault in the station's power source is causing the station to unleash waves of unstable energy. Fixing the fault requires deactivating the malfunctioning generator, a device that channels magical energy into the area. Ellsee can show the characters how to accomplish this."
]
},
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"type": "inset",
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"If asked about the laboratory's origins, Ellsee can provide the characters with information from \"Adventure Background,\" though she doesn't know the specific causes for the fall of the empire (she wasn't directly involved in those events), nor does she know the condition of anything beyond this station. If the characters ask for specific details about the empire, she offers the following, which you should feel free to change to match your world:",
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"type": "list",
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"The entire extraplanar region outside the lab was once known as the empire of Thalis (or whichever name you choose). It is connected to other realms, including the plane the players came from, by a system of magical portals. These portals were used to secretly study other worlds and gather resources from them.",
"The rulers of the empire were powerful celestials, treated as gods by the local populace. They ruled from a floating city that sailed above the nations.",
"A sudden surge of raw magical energy rippled across the empire, bringing it to ruin.",
"Some of the outposts had protection wards placed upon them which magically sealed the structure in the case of such a catastrophic event. This is one of those outposts."
]
}
]
}
]
},
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"entries": [
"Each of these four rooms has a pair of long tables and several shelves holding various instruments, containers, and devices made of metal and glass.",
"Against the wall opposite the entrance is a 3-foot-wide panel. The panel's surface is smooth, dark gray crystal, decorated with rows of metal buttons, dials, and switches."
]
},
{
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"page": 26,
"entries": [
"If the door to the junction chamber (area B2) is still sealed, when the characters enter one of these rooms, Ellsee appears before them. She speaks with the same broken sounds and jerkily points toward the panel before disappearing after 10 seconds. A character who succeeds on a DC 14 Wisdom (Insight or Perception) check can interpret her instructions on how to use the panel on the wall and the sequence of buttons and switches. (If the door at B2 has already been unlocked, Ellsee does not appear and the research panel is inoperable.)",
"{@b {@i The Right Sequence.}} Ellsee provides the sequence and timing of buttons and switches to activate for each room. Implementing this correctly requires a group check involving at least two characters, each of whom must make a DC 13 Intelligence (Investigation) check. Characters that succeeded on their Wisdom check to make out Ellsee's instructions can make this check with advantage. On a success, one of the three orbs on the door in area B2 lights up (Note: Even though there are four research stations, only three need to be activated in order to open the door in area B2).",
"{@b {@i The Wrong Sequence.}} If the sequence is incorrectly entered, a {@spell wall of force} (per the spell) covers the room's exit and a group of magitech guardians emerge from a secret room next to the panel. For each character in the party, roll on the table below to determine the encounter group and refer to \"Creature Statistics,\" below, for their stats: After the guardians are destroyed, one of the three orbs on the door in area B2 lights up (see \"Function Restored\" in that area).",
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"3",
"One {@creature silver hunter|Ar2}"
],
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"4",
"Two {@creature magitech seeker|Ar2|magitech seekers}"
]
]
},
{
"type": "entries",
"name": "Searching the Room",
"page": 26,
"entries": [
"Most items in these rooms are useless, but characters who spend at least 10 minutes searching and succeed on a DC 16 Intelligence (Investigation) check can find one (and only one) of the following items in each room. Roll a {@dice d8} to determine the item:",
{
"type": "list",
"items": [
"1-2: Translator Module. This small silver pin can be affixed to any article of clothing. While wearing it, a creature can use an action to cast the {@spell comprehend languages} spell from it at will.",
"3-4: Battle Suit. This light armor is made from a durable padded material. While you wear this armor, your AC is 13 + your Dexterity modifier, and any critical hit against you becomes a normal hit.",
"5-6: Blaster Rod. This metal cylinder has an L-shaped handle large enough for a human hand. A button on the handle fires a beam of magical energy with a range of 60 feet. It can be used as a light ranged simple weapon. A target hit with an attack from it takes {@damage 1d6} force damage (no ability modifier added to damage). The damage is magical.",
"7-8: Medkit. This case functions as a healer's kit. It also contains two {@item potion of greater healing||potions of greater healing}."
]
}
]
}
]
},
{
"type": "entries",
"name": "B4. Main Junction Chamber",
"page": 27,
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{
"type": "insetReadaloud",
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"Strange patterns decorate the floor of this chamber. A glass panel hangs against one wall, across from a circular contraption of metal and stone, etched with runes, that is mounted on the floor. Within the circle is a block of twisted metal panels, spitting out sparkling crackles of energy. A large metal disc is set into the center of the far wall. Strange red markings are written above the disc."
]
},
"When the characters move beyond the door, the {@creature steel sentry|Ar2} guarding the generator emerges from a panel that opens in the ceiling and attacks the party.",
{
"type": "entries",
"name": "Deactivating the Generator",
"page": 27,
"entries": [
"Characters that end their turn within 5 feet of the crackling generator take 10 ({@damage 3d6}) lightning damage. It can be deactivated in one of two ways:",
{
"type": "list",
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"{@b {@i Manual Shutdown.}} A character can follow Ellsee's directions (see \"Ellsee Appears,\" above) to shut down the generator. The procedure has three steps, each requiring one action and a successful DC 14 Intelligence (Investigation) or Wisdom (Insight) check to complete. The character must remain in contact with the device. ",
"{@b {@i Destruction.}} The device can also be disabled by damaging it. It has AC 15, 85 hit points, and immunity to lightning, poison, and psychic damage."
]
},
"Disabling the generator device also deactivates the serpentine guardian construct, which becomes {@condition paralyzed} and falls {@condition prone}. After the generator is disabled, continue to ''Conclusion.''"
]
}
]
},
{
"type": "entries",
"name": "Conclusion",
"page": 27,
"entries": [
"With the generator disabled, Ellsee activates the glass panel on the wall, using the glowing runes on it to repair and reactivate the station. She thanks the party for their help and opens a portal next to the panel that can take them back to the mountain passage. The portal closes behind the characters once they leave, preventing any return. The anomalies are no more, and the characters can return to Ashstead for their reward.",
{
"type": "entries",
"name": "The Drunken Beard",
"page": 27,
"entries": [
"If the characters mention the anomaly which encased the Drunken Beard tavern, Ellsee offers to help. If the characters kept the metallic orb from the Ashstead construct (see \"Metal Contraption,\" above), the custodian directs them to combine it with a piece from the generator in area B4. Doing so creates a device similar to the metal disk Naulach discovered at the well. Bringing the device within 30 feet of the tavern and pushing a switch on its surface causes the jagged crystal surrounding the tavern to disintegrate. After using it, the device becomes inert.",
"If the characters free the Drunken Beard within 24 hours of when the building was first encased (see part 1), the twelve patrons who were inside still live. Otherwise, they perish while trapped within the crystal prison. If the townsfolk survive, Luseldis rewards the characters with an additional 500 gp."
]
},
{
"type": "entries",
"name": "GM's Option: Doorway to Arkencloud",
"page": 27,
"entries": [
"Optionally, the GM can instead allow the characters to return to the station whenever they wish to make the journey. The disc on the north wall becomes a sealed door that leads into the ruins of the ancient empire. The red markings above it translate to read ''Junction Station D-01.''",
"Opening the door or travelling into the ruins is beyond the scope of this adventure, but it's a potential hook for many more! The lost history behind the empire's origins, its advanced magitech society, and the reasons for its fall can provide new content for your campaign or can be used as seeds for an entirely new story."
]
}
]
}
]
}
]
}
],
"book": [
{
"name": "Arcadia Issue 2",
"id": "Ar2",
"source": "Ar2",
"published": "2021-02-01",
"group": "homebrew",
"coverUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%202%20Images/Coverpage.webp",
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{
"name": "Letter from the Editor"
},
{
"name": "Subclasses of the Seasons",
"headers": [
"Order of Hibernation",
"College of Springtide",
"Child of the Sun Bloodline",
"The Horned One"
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},
{
"name": "The Periodic Table of Elementals",
"headers": [
"Nova Elementals",
"Comburo",
"Conducere",
"Elekron",
"Noxa",
"Alternate Rules: Elemental Compound Encounters"
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},
{
"name": "Well of the Lost Gods"
}
]
}
],
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"type": "section",
"name": "Letter from the Editor",
"page": 1,
"entries": [
"Watching ARCADIA artists bring the authors' creations to life is one of the best parts of my job. Last issue delivered fantatic mounts, titanic sorcerers, fallen angels, a beautiful harpy cover, and an adventure visualized by the best in the business. This issue brings you more of our artists' remarkable work, as I'm sure you could see from our awesome cover, this time by Ejiwa \"Edge\" Ebenebe.",
"From the pitch phase of each issue, ARCADIA aims to bring you innovative and actionable fifth edition content from top creators in RPGs. That doesn't just mean story and mechanics. The art in each issue, from the cover to each quarter-page diagram, is just as important to us as the words. Reading Makenzie De Armas's description of a noxa floods the mind with wonderful, alien imagery and possibilities. Without the time and words to describe every single visual detail of the creature, what you picture when you read is likely different than what I imagine. But when Makenzie's evocative description is placed alongside Grace Cheung's illustration of the new elemental, we get two incredible results.",
"First, we now have a shared idea and standard of what this creature looks like. That's essential for any tabletop RPG. It's why so many players love sharing art of their characters. They want everyone else at the table to picture their hero as they do. For decades GMs have handed out maps and diagrams and held up illustrations to give their players a better idea of how the characters can interact with the story. We aim to give you as much art to play with as we can in ARCADIA.",
"While quantity is one driving factor for us, more important is quality. RPG art should do more than bring imaginations together. It should make your mind run wild. A good illustration of a monster shows the players what the creature looks like. A great illustration thrills them as they imagine not just what the monster is but what it can be and what it will do. The best RPG design gives you ideas for epic storytelling possibilities. It makes you contact your friends immediately to set up a time to game so you can use that content. Art is no different. The visuals in ARCADIA don't just show you something—they make you wonder what else could be. A lot of that is thanks to the amazing art team at MCDM.",
"I've learned more about art in the few months I've been working on ARCADIA than I did my entire life before. Executive Art Director Jason Hasenauer and Artist & Outsource Manager Nick De Spain (whose mounts you saw in issue 1) thoughtfully curate each piece. They look over the articles and art suggestions from the authors, myself, and Head of Production Anna Coulter, and select the artists who fit each job. Often that person is Grace Cheung, MCDM's beyond-talented In-House Artist. Other times it is the work of Marlowe Lune, as you'll see in \"Subclasses of the Seasons,\" Diana Muñoz, whose maps appear in \"Well of the Lost Gods,\" or any number of incredible folks we have collaborated with or will in future issues. When all the art is complete, Jen McCleary, one of the most creative graphic and layout designers I've ever worked with, brings it all together into an evocative magazine. I really hope you enjoy digging in as much as we did making it.",
"{@i Ex animo,}",
{
"type": "quote",
"entries": [],
"by": "James Introcaso, Managing Editor"
}
]
},
{
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"name": "Subclasses of the Seasons",
"page": 2,
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"The desolation of winter, the rebirth of spring, the relentlessness of summer, and the isolation of fall. Some practitioners of the arcane arts gain power from the natural patterns each season exhibits. Going beyond weather phenomena or base elements, these mages delve fully into the nature of the world as it is influenced by a season, taking power from the essence of each perennial force.",
"Such mages and their studies are uncommon, but nevertheless they are persistent. While their numbers may be few and their practitioners scattered, their ranks will always replenish, just as the seasons continue to turn. In this article you will find four subclasses, one each for the bard, sorcerer, wizard, and warlock, each themed after one of the four seasons.",
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"Hexagonal glyphs flare around a mage's fingertips as she mutters words of arcane command to an unseen plane. Beneath her feet, searing fissures burst through the compact earth, and as she finishes her spell, something begins to rise from the bedrock. Something molten, jagged, hulking. Something elemental, barely holding its form together.",
"Something {@i wildly} unstable.",
"Contrary to popular belief, air, fire, earth, and water are not the only elements in the universe. They just happen to be the most stable of the elementals, the easiest for individuals to summon and control through arcane means. But more reckless mages, through complex study, can conjure fearsome creatures made from other elements. Lithium, argon, magnesium—such elementals are extremely dangerous and rarely obedient to their summoner. But for those able to harness such creatures, the power these elementals wield is beyond even the keenest conjurer's imagination.",
"This article presents four new elemental creatures that draw inspiration from the real-life periodic table. These new elementals provide fresh combat options for any adventurers tired of fighting the same elemental monsters again and again (not to mention the GMs tired of running them). Also included are alternate rules for encounters with different types of elementals that explore how elements may react with one another to create even more volatile chaos on the battlefield.",
"Whether running a game for a group of intrepid arcane researchers or a band of scrappy heroes trying to survive another day, these new elemental options help you combine science and magic to craft more dynamic elemental encounters in your campaign.",
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"Ophira Pyet was once a disgraced conjuration student living alone in an underground laboratory hidden away in the mountains. Surrounded by failed experiments and scribbled arcane equations her teachers vehemently insisted would never work, Ophira turned in desperation to the very earth she stood on. A few preliminary tests uncovered motes of unique elements hidden in the bedrock, and within a week, Ophira managed to pull massive quantities of these elements to the surface and bind them to planar spirits. She dubbed these creatures {@b nova elementals}: new, carefully refined elemental conjurations with specific and dangerous powers.",
"A month later, Ophira revealed her discoveries in an explosive display during her university's commencement ceremony, to much surprise and amazement. Professors who previously shunned her now begged Ophira to teach them her methods of elemental conjuration. But no longer beholden to them as a student, Ophira refused. A few more persistent mages attempted to reverse engineer her process, but they soon realized that without Ophira's precise calculations at hand, these nova elementals would become wild and stubborn, disobeying commands and quickly turning against their summoners.",
"Ophira would go on to publish her findings about elemental magic, though her exact means of exerting perfect control over the nova elementals would always remain her closely guarded secret. Some elemental mages have figured out alternate means for semi-stabilizing summoned nova elementals, but the practice is generally regarded as a brazen and foolish use of magic.",
"{@b {@i Product of Scientific Study.}} Though there are reports of nova elementals occurring naturally in the wild (usually at potent nexuses with a high concentration of a singular element, like a silver mine, or in places with powerful latent magic), most must be created by a mage. Such individuals conjure nova elementals to serve as guards, hunters, or assistants for future experiments. But more often than not, these mages lose control over their summoned creatures, and the nova elementals end up wreaking havoc on their surroundings.",
"{@b {@i Refined Power.}} The higher the concentration of a nova elemental's primary element, the more powerful it grows—and the more ornery its personality becomes. An elemental that is 100% pure explosive calcium is far nastier to encounter than one only half-comprised of the element.",
"{@b {@i Elemental Nature.}} Like its more stable cousins, a nova elemental doesn't require air, food, drink, or sleep."
]
},
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"type": "entries",
"name": "Comburo",
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"Comburos are extremely volatile elementals composed of metals like lithium and potassium. Cracks in their dull, metallic grey exteriors reveal a searing explosive fire at their cores. This fire takes on a characteristic hue depending on the primary composition of the comburo, with flames ranging from deep purple to brilliant blue.",
{
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"{@creature Comburo|Ar2}"
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}
]
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"Made of precious metals like gold and copper, conduceres are known for their incredibly flexible nature and ability to transfer energy across long distances. Conduceres are the most docile of the nova elementals, and many mages keep a conducere in their study purely for its glittering aesthetic.",
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"{@creature Conducere|Ar2}"
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}
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{
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"Also often referred to as \"lightning in a bottle,\" an elekron crackles with pure energy. Elekrons are most closely related to fire elementals, but unlike their flame-based cousins, elekrons have the incredible ability to consume raw energy from their environment and deal staggering amounts of damage.",
{
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"{@creature Elekron|Ar2}"
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"type": "entries",
"name": "Noxa",
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"Composed of toxic, odorless gases like helium and neon, noxas are some of the most dangerous nova elementals. The combination of their {@condition invisible} presence and poisonous nature means they can easily suffocate a target before anyone notices something is wrong. However, more whimsical mages have been known to trap noxas in glass tubes and feed them energy to create softly glowing fluorescent lamps of various colors.",
{
"type": "list",
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"{@creature Noxa|Ar2}"
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}
]
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"Frequently, the elements are presented as diametric opposites of each other; water douses fire, and air's free-flowing nature contradicts earth's immovability. But this separation is merely an illusion. More often than not, the elements actually work together, moving in tandem to create the world around us. They feed off each other, strengthen each other, and in the most dangerous circumstances, fuel each other's rampant destruction.",
"The following two sets of alternate rules aim to provide a way to simulate this natural teamwork in encounters with multiple elementals.",
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"The simplest way to add elemental teamwork to your encounters is to consider environmental states. Elementals do extra damage depending on their target's current state. When this happens, roll an extra damage die when rolling the total damage for that elemental's attacks or abilities. You can find a list of example states in the table below, showing which elementals gain extra damage from each state.",
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"With this option, using different elementals in a single encounter unlocks reactivities, which function like legendary actions.",
"During combat, elementals can use a certain number of reactivities outside their turns. Only one reactivity can be used at a time and only at the end of another creature's turn. The elementals can forgo using them, and reactivities cannot be used if any of the elementals involved are more than 60 feet from one another, or if one or more of the elementals required are {@condition incapacitated} or otherwise unable to take actions. The elementals regain all spent reactivities on initiative count 20 (losing initiative ties). The following three examples provide reactivity rules for some of the most effective elemental combinations. You can use them as templates to design reactivity options for your own encounters.",
"An encounter that uses reactivities is more dangerous than normal and increases the challenge rating of each elemental in the battle by 1.",
"{@color {@b Reactivities: Air Elemental and Fire Elemental}|d29a38}",
"The whirling wind of an air elemental fuels the flames of a fire elemental, causing them to burn even brighter. This team of elementals can take 3 reactivities, choosing from the options below.",
"{@b {@i Hot Air.}} Each creature within 30 feet of the air elemental that is not one of the reactive elementals must make a DC 13 Constitution saving throw as the air rises in temperature to a shimmering, sweltering heat. A creature takes 12 ({@damage 4d4 + 2}) fire damage on a failed save, or half as much damage on a successful one.",
"{@b {@i Ash Cloud.}} Each creature within 30 feet of the fire elemental that is not one of the reactive elementals must make a DC 13 Constitution saving throw as blustering winds swirl with ash. A creature who fails this saving throw is {@condition blinded} until it uses its action to clear its eyes.",
"{@b {@i Fire Whirls (Costs 2 Reactivities).}} A fearsome fire tornado erupts at a point that both the air elemental and fire elemental can see. Each creature within 10 feet of that point that is not one of the reactive elementals must immediately make a DC 13 Strength saving throw. On a failure, a creature takes 15 ({@damage 3d8 + 2}) bludgeoning damage plus 10 ({@damage 2d6 + 3}) fire damage and is knocked {@condition prone}. On a success, a creature takes half as much damage and is not knocked {@condition prone}.",
"{@color {@b Reactivities: Comburo and Water Elemental}|d29a38}",
"Water is often seen as the antithesis of fire—but for the volatile comburo, water is a gift. The waves of a water elemental only serve to heighten the explosive sparks that the unstable comburo generates. This team of elementals can take 3 reactivities, choosing from the options below.",
"{@b {@i Sparks Fly.}} Each creature within 30 feet of the comburo that is not one of the reactive elementals must make a DC 15 Dexterity saving throw as water splashing onto the comburo erupts into sparks. A creature takes 9 ({@damage 2d8}) lightning damage on a failed save, or half as much damage on a successful one.",
"{@b {@i Hydroxide Cloud.}} Each creature within 30 feet of the water elemental must make a successful DC 15 Constitution saving throw or be {@condition poisoned} for 1 minute, as the remnants of the comburo's explosions begin to hiss and form poisonous gas.",
"{@b {@i Fulmination (Costs 2 Reactivities).}} A massive explosion of searing water, fire, and sparks erupts at a point that both the comburo and the water elemental can see. Each creature within 15 feet of that point that is not one of the reactive elementals must make a DC 15 Dexterity saving throw, taking 13 ({@damage 2d8 + 4}) bludgeoning damage plus 14 ({@damage 4d6}) fire damage plus 9 ({@damage 2d8}) lightning damage on a failed save, or half as much damage on a successful one.",
"{@color {@b Reactivities: Conducere, Elekron, and Fire Elemental}|d29a38}",
"The ductile conducere can channel and amplify both the heat of a fire elemental and the lightning surges of an elekron. This team of elementals can take 5 reactivities, choosing from the options below.",
"{@b {@i Heat Charge.}} The fire elemental lends some of its heat to the conducere. The conducere makes one Slam attack. If this attack hits, it deals an additional 5 ({@damage 1d10}) fire damage.",
"{@b {@i Electric Charge.}} The elekron lends some of its lightning energy to the conducere. The conducere makes one Slam attack. If this attack hits, it deals an additional 5 ({@damage 1d10}) lightning damage.",
"{@b {@i Flash Bang (Costs 2 Reactivities).}} A searing burst of light erupts at a point both the elekron and fire elemental can see. Each creature within 20 feet of that point that is not one of the reactive elementals must make a successful DC 17 Constitution saving throw or be {@condition blinded} until the end of its next turn.",
"{@b {@i Rapid Conduction (Costs 2 Reactivities).}} This option can only be used if both the elekron and fire elemental are within 30 feet of the conducere. The elekron and fire elemental use the conducere's metallic form as a conduit and immediately swap places. This movement does not provoke opportunity attacks. Once the elekron and the fire elemental appear in their new positions, they can each make one melee attack."
]
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}
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{
"name": "The Dream Kin",
"headers": [
"The Lucidling",
"The Sand Speaker",
"The Somnian"
]
},
{
"name": "Ten Spells You Need in 5e",
"headers": [
"Bard Spells",
"Cleric Spells",
"Druid Spells",
"Ranger Spells",
"Sorcerer Spells",
"Wizard Spells",
"Warlock Spells",
"Spell Descriptions"
]
},
{
"name": "Aces High",
"headers": [
"Introduction",
"The Flight Modifier",
"Abstract Positions",
"How to Play",
"Planning an Aces High Encounter",
"Sample Encounter: Battle over Bleaktop",
"In Conclusion"
]
},
{
"name": "A Diamond in the Rough",
"headers": [
"Background",
"Overview",
"Adventure Hook",
"Dramatis Personae",
"Manor Map",
"Part 1: Crown Jewel",
"Part 2: All That Glitters",
"Part 3: Crystal Clear",
"Conclusion A",
"Conclusion B",
"Experience Point Awards",
"Appendix: Xorn Allies"
]
},
{
"name": "Back Matter",
"headers": [
"Authors",
"Resources",
"Legal"
]
}
],
"published": "2021-03-01",
"group": "homebrew"
}
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"Well, here we are at our first stop on the ARCADIA road. From the beginning, we said MCDM planned to make three issues and assess whether or not to keep going. When we began this endeavor, I wasn't sure how the magazine would be received. Did people want more fifth edition content on a regular basis? There's already a lot out there! That's why we needed to do more than just provide content. This magazine needed to be something special with the best writers and artists we could find. So we built an exceptional team, and we liked what we created, but how did you react?",
"The answer: super positively. I'm writing this letter after the release of issue 1, and already your responses and enthusiasm for the content exceeds my highest hopes. Our Patreon numbers blasted off, we're getting all sorts of love on social media, and you're also finding, following, and praising our authors and artists. You've spoken. You want more ARCADIA, and we'll be giving it to you.",
"In fact, authors, artists, and playtesters are already cranking on future issues. We're still working out the timeline for releases, but we hope to get you illustrated, edited, playtested content on a regular basis as we fine-tune our process for indefinite production.",
"ARCADIA is still evolving, and the team does that by listening to you. Our first ARCADIA survey will be available to Patreon patrons shortly after we publish this issue. The results help us pinpoint the most useful and fun content for your gaming table, and let you make requests for articles you'd like to read in the future. We'll also ask you about new content we have ideas for! We want to know what you like, because you help make ARCADIA a hit!",
"Our Patreon surveys aren't the only place to talk to us about ARCADIA. The MCDM Discord and Reddit communities have great folks talking about all things RPG. (Shoutout to the incredible MCDM community moderators who really make these wonderful places to hang.) In fact, these are great places to go to find fans creating their own content inspired by the magazine. Remember Willy Abeel's \"Jumping on Mounted Combat\" article? You can find a bunch of new mount stat blocks on Reddit inspired by what Willy created. That's just the tip of the incredible iceberg.",
"With all this talk about the future, I almost forgot to tell you that this issue of ARCADIA is our most ambitious yet. We have four incredible articles for you, all of which focus on new areas of the game for this magazine: a roleplaying-focused mystery adventure from Alison Huang, ten new spells for fifth edition from Celeste Conowitch, three new dream-focused ancestries from Justice Arman, and rules for aerial combat from Sam Mannell. So far we've had dungeon crawls, mysteries, subclasses, spells, ancestries, monsters, and all kinds of new rules. What will we do next? Join our communities. Let us know.",
"{@i Ex animo,}",
"James Introcaso",
"Managing Editor"
]
},
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"entries": [
"THREE DREAM-THEMED ANCESTRIES",
"by Justice Arman",
"{@b Dreams are not to be underestimated.}",
"To ordinary creatures, dreams are a fleeting source of inspiration. A gnome inventor jolts from their bed and dashes to the workshop, the spark of ingenuity fresh in their mind. A humble farmer dreams of faraway riches and trading their spade for a sword. But in the hands of more powerful entities, dreams transcend imagination and become tools of limitless potential. This article presents three new character ancestries inspired by sleep and dreams.",
"Agents of meddling gods use dreams to deliver prophetic messages. Dreams are battlegrounds for cosmic defenders and slumbering psionic dragons, waging war against reflections of unfathomable evil in an endless sea of thought. Ancient aberrations enter deep trances, willing creatures into existence in crescendos of unconscious creation.",
"The following ancestries are detailed in this article:",
{
"type": "list",
"items": [
"{@race lucidling|Ar3|Lucidlings} are the strange, spontaneous offspring of sleeping aberrations.",
"{@race sand speaker|Ar3|Sand speakers} enter the dreams of other creatures, acting as emissaries and thought thieves.",
"{@race somnian|Ar3|Somnians} are imaginative dream architects. Appearing as starry silhouettes, somnians craft illusions and assume nightmarish forms."
]
},
{
"type": "section",
"name": "The Lucidling",
"id": "The Lucidling",
"page": 2,
"entries": [
{
"type": "quote",
"entries": [
"Ssussothis slowly awoke from its decennial nap. Once again, the aboleth dreamed of that pathetic warrior and his dopey grin. What an embarrassment it was to dream of defeat at the hands of such a lighthearted fool. Ssussothis' anger leached from the aberration's body, filling the cavern with a hideous squelching sound.",
"The aboleth sluggishly opened its three eyes to find an intruder standing in a pool of ectoplasmic goo. The slimy, grey-skinned humanoid was beaming at Ssussothis, a wide gap-toothed grin stretching across a chinless face. The being's three vertically stacked red eyes blinked, and they waved a fleshy, sword-shaped tentacle.",
"\"Are you my mama?\" asked the eager lucidling."
]
},
{
"type": "entries",
"page": 2,
"entries": [
"When sleep meets the sleepless, lucidlings are born. The unwanted offspring of immortal aberrations, lucidlings burst forth from the dreams of ancient aboleths and other alien beings, where uncontrolled thoughts beget life."
]
},
{
"type": "entries",
"name": "Odd Offspring",
"id": "Odd Offspring",
"page": 2,
"entries": [
"No two lucidlings are alike. When the Vizier of the Court of All Flesh, Lord Rall, inverts the fragile flesh of a dozen enemies, his dreams might be so filled with their screams that it inadvertently spawns several lucidlings at once. A trained eye—one unfortunate to have seen a plethora of aberrations—can identify the lucidlings' lineage based on physical characteristics, but similarities among lucidlings with the same parent are typically far and few between. Though all lucidlings are humanoids, one lucidling might be smooth and spindly with a single piercing eye, while their \"sibling\" could be twice as large, with a purple leathery hide speckled with tiny barbs.",
"In addition to physical features, lucidlings inherit diluted personality traits from their creators. A lucidling descended from a dominating aboleth may be described as controlling or manipulative, while the child of a gibbering mouther might be loquacious and greedy. Despite these patterns in their psyche, lucidlings are hardly replicas of their creators. They are unique individuals, shaped by their environments, choices, and experiences."
]
},
{
"type": "entries",
"name": "Whole New World",
"id": "Whole New World",
"page": 3,
"entries": [
"Paranoid progenitors reduce many lucidlings to dust shortly after their inception, but not all aberrations attempt to destroy their accidental handiwork—and those that do are not always successful. A surviving lucidling might become a dutiful minion, bizarre apprentice, or loyal spy. Others manage to escape their creators' lairs before the aberrations wake.",
{
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"Lucidlings begin life as fully-formed adults with alien appearances and little or no concept of organized humanoid society. Once exposed to the outside world, curiosity overwhelms most lucidlings, driving them to partake in the best and worst experiences life has to offer."
]
},
{
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"id": "Lucidling Vestiges",
"page": 3,
"entries": [
"Every lucidling is born with a vestige, an organic structure that points to their otherworldly heritage. The Lucidling Vestiges table contains examples of physical features you can add to give your character a more alien appearance. These structures have no effect on your character's game statistics.",
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],
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"4",
"Glow-in-the-dark bones"
],
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"5",
"Beak concealed by tentacles"
],
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],
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}
]
}
]
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{
"type": "entries",
"name": "Lucidling Names",
"id": "Lucidling Names",
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"entries": [
"Lucidlings are genderless. They typically adopt the name of their parental aberration, followed by a suffix synonymous with the muse of their birth dream. Lucidlings often choose an abbreviated nickname to accommodate creatures who do not speak their progenitor's language.",
{
"type": "entries",
"name": "Example Lucidling Names",
"page": 3,
"entries": [
"Albezuro-Gel (Abegel), Krizeth-Gel (Krigel), Krizeth-Mawpt (Kript), Marthekh-Khan (Markh), Xapkiro-Laxx (X-Lax)"
]
}
]
},
{
"type": "entries",
"name": "Lucidling Traits",
"id": "Lucidling Traits",
"page": 3,
"entries": [
"Your lucidling character has the following traits.",
{
"type": "entries",
"name": "Ability Score Increase",
"entries": [
"Your Intelligence score increases by 2, and one other ability score of your choice increases by 1."
]
},
{
"type": "entries",
"name": "Age",
"entries": [
"Lucidlings reach maturity at the time of their creation, but their lifespans vary wildly. Some lucidlings live less than a year, while others are seemingly immortal. Lucidlings do not age."
]
},
{
"type": "entries",
"name": "Alignment",
"entries": [
"As products of unchecked creativity, lucidlings tend towards chaotic alignments."
]
},
{
"type": "entries",
"name": "Size",
"entries": [
"Lucidlings range from 4 to 7 feet tall and weigh between 100 and 300 pounds. Your size is Medium."
]
},
{
"type": "entries",
"name": "Speed",
"entries": [
"Your base walking speed is 30 feet."
]
},
{
"type": "entries",
"name": "Darkvision",
"entries": [
"You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."
]
},
{
"type": "entries",
"name": "Spontaneous Evolution",
"entries": [
"As an action, you can assume an otherworldly form, choosing from the following options. This transformation lasts for 10 minutes, until you die, or until you revert to your normal form as a bonus action. Once you use this trait, you can't do so again until you finish a long rest.",
{
"type": "entries",
"name": "Alien Appendage",
"entries": [
" You sprout a pair of tentacles, arms, or similar appendages. Each appendage has a reach of 10 feet and can lift a number of pounds equal to three times your Strength score. You can use a bonus action on your turn to perform a simple task with one of your appendages, such as: lift, push, pull, or interact with an object or creature; grapple a Large or smaller creature; or make an unarmed strike. Your GM might allow you to perform other tasks with your appendages."
]
},
"Your appendages can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.",
{
"type": "entries",
"name": "Psionic Propulsion",
"entries": [
"You gain a flying speed equal to",
"your walking speed and can hover."
]
},
{
"type": "entries",
"name": "Supernatural Secretion",
"entries": [
"You secrete a viscous magical slime, granting you the ability to breathe underwater and a swimming speed equal to your walking speed."
]
},
"In addition, when a creature hits you with a melee attack, you can use your reaction to deal poison damage equal to half your level to the attacker."
]
},
{
"type": "entries",
"name": "Telepathy",
"entries": [
"You can communicate telepathically with any creature you can see within 30 feet of you. If the receiving creature can speak at least one language, it can respond to you telepathically."
]
},
{
"type": "entries",
"name": "Languages",
"entries": [
"You can speak, read, and write Common and Deep Speech."
]
}
]
}
]
},
{
"type": "section",
"name": "The Sand Speaker",
"id": "The Sand Speaker",
"page": 4,
"entries": [
{
"type": "quote",
"entries": [
"Azita clasped her hands together and leaned forward on her oaken desk inquisitively. It was littered with books, notes, and drawings devoted to sleep and the power of the subconscious. \"What did you dream of last night?\" she asked the young prince.",
"\"I didn't dream of anything,\" replied Moshen.",
"\"So you forgot?\"",
"\"Sometimes I just don't dream.\" He shrugged.",
"\"We always dream,\" asserted the scholar, reaching for a thin purple book with gold stars along its spine. She slid it across the desk to Moshen. \"Unless they're stolen from us.\""
]
},
{
"type": "entries",
"page": 4,
"entries": [
"Formed from the sands of island shores in the astral sea, sand speakers look like sauntering humanoid sculptures stretched from dyed glass. They infiltrate the minds of creatures in their sleep, acting as prophetic messengers and so-called \"thought thieves\" on behalf of extraplanar entities."
]
},
{
"type": "image",
"href": {
"type": "external",
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},
{
"type": "entries",
"name": "Children of the Sands",
"id": "Children of the Sands",
"page": 4,
"entries": [
"Before recorded time, archangels warred with aberrations at the bounds of the multiverse, where astral sands slowly spilled into nothingness. Led by Oneirus the Eternal, the angels sought to drive back the unfathomable evils and prevent the aberrations from disrupting their divine works. During a cataclysmic battle, Oneirus' radiant fire scorched the iridescent sand, giving it form and infusing it with life. Humanoid figures of molten glass, the original sand speakers, rose from the astral desert and knelt before the archangel.",
"Oneirus invited each sand speaker to pledge themselves to a righteous cause and return with the angels to the celestial host. Many accepted and became prophetic messengers, while others decided to explore their newfound freedom, wandering the sands like interplanar nomads. Some, however, were tempted by unintelligible whispers emanating from the Abyss, rejecting Oneirus in favor of maleficent beings lurking beyond the sands."
]
},
{
"type": "entries",
"name": "Extraplanar Emissaries",
"id": "Extraplanar Emissaries",
"page": 5,
"entries": [
"Despite their smooth complexion, sand speakers are composed of millions of tiny granules suffused with cosmic energy. Sand speakers travel the multiverse in service to meddling archfey, imprisoned fiends, and forgotten deities hoping to reassert their godhood. Some conduct divine outreach as heralds, while others tempt sleeping souls on behalf of ambitious devils. A sand speaker might appear before a belligerent zealot, chastising their actions in hopes of averting a holy crusade without a single casualty.",
"Some sand speakers, called thought thieves, engage in subconscious subterfuge, slipping into the minds of influential figures to steal precious secrets or plant the seed of an idea in hopes of prompting action in the material world. Expert thought thieves are graceful shadows, sneaking past the defenses of well-guarded noble estates, fortified prisons, and the magically warded towers of paranoid mages.",
"The ability to dream walk is both a blessing and a curse. Distrusted as violators of the unconscious mind, sand speakers carry a stigma wherever they go."
]
},
{
"type": "entries",
"name": "Perpetual Vagabonds",
"id": "Perpetual Vagabonds",
"page": 5,
"entries": [
"Sand speakers typically relocate after appearing in a creature's dreams to avoid scrutiny. While some prefer hidden lairs on the outskirts of civilizations or adopt a regular disguise, most sand speakers are vagabonds, constantly on the move to minimize the odds of being recognized by a former target. Sand speaker societies are rare, and take the form of caravans or mobile camps."
]
},
{
"type": "entries",
"name": "Boundless Perspective",
"id": "Boundless Perspective",
"page": 5,
"entries": [
"By the time a sand speaker reaches maturity, they have seen dozens of dreams. However, a sand speaker's ability comes at a price: the first time that they dream walk, they can no longer have dreams of their own. Instead, they must live vicariously through the fantasies of others, beholding the wonder of the unrestrained mind but tasting none of its fruits for themselves.",
"Dream walks inspire sand speakers to explore the real world. To a sand speaker, each dream is an illusion—alluring, foreign, and hollow. They observe delicious foods, wondrous curiosities, and breathtaking landscapes imagined by dreamers. Sand speakers chase these visions during their waking hours, venturing out into the world in search of iconic landmarks, gourmet recipes, and famous individuals that inspired dreams they've visited."
]
},
{
"type": "entries",
"name": "Sand Speaker Personalities",
"id": "Sand Speaker Personalities",
"page": 5,
"entries": [
"Though sand speakers lose the ability to have new dreams after their first dream walk, they can still relive old ones. In sand speaker culture, these old dreams are symbols of fate called omens. Typically, the same omen recurs for weeks, months, or years. A sand speaker has no control over which omen they experience each night and always recalls it perfectly upon waking. Like tarot card readings or casting runes, a sand speaker draws meaning from their omen, believing it holds some hidden clue to their destiny.",
"The Sand Speaker Omens table displays possible omens for your character, while the Sand Speaker Quirks table contains specific quirks to help you portray them.",
{
"type": "entries",
"name": "Sand Speaker Omens",
"page": 5,
"entries": [
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"My omen involves a..."
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"Vault filled with treasures from a distant land."
],
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"2",
"Simple memory shared with a loved one who's no longer around."
],
[
"3",
"Recurring symbol which I do not recognize."
],
[
"4",
"Battle against formidable foe."
],
[
"5",
"Mysterious creature."
],
[
"6",
"Famous person I have never actually met."
],
[
"7",
"Test of great importance."
],
[
"8",
"Horrible nightmare."
]
]
}
]
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"Your body is shaped like a round-bottom flask."
],
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"2",
"Sand shifts beneath your glassy skin, changing color to reflect your mood."
],
[
"3",
"You have a phobia of water."
],
[
"4",
"When someone wrongs you or your companions, you discretely fill their belongings with sand."
],
[
"5",
"You are a thrill seeker, chasing the passion you've witnessed in others' dreams."
],
[
"6",
"You look for meaning in every action or symbol."
],
[
"7",
"Others often mistake you for someone they know."
],
[
"8",
"You talk in your sleep. Very loudly."
]
]
}
]
}
]
},
{
"type": "entries",
"name": "Sand Speaker Names",
"id": "Sand Speaker Names",
"page": 6,
"entries": [
"Each sand speaker has a single name, determined by a motif found in their first dream walk. Sand speaker names are gender-neutral.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Example Sand Speaker Names",
"entries": [
"Caress, Dance, Drown, Fall, Run, Song, Spider, Teeth, Whisper."
]
}
]
}
]
},
{
"type": "entries",
"name": "Sand Speaker Traits",
"id": "Sand Speaker Traits",
"page": 6,
"entries": [
"Your sand speaker character has the following traits.",
{
"type": "entries",
"name": "Ability Score Increase",
"entries": [
"Your Dexterity, Wisdom, and Charisma scores each increase by 1."
]
},
{
"type": "entries",
"name": "Age",
"entries": [
"Sand speakers reach maturity at the same rate as humans. On average, they live about 300 years."
]
},
{
"type": "entries",
"name": "Alignment",
"entries": [
"Sand speakers tend towards lawful neutral. Tapping into the subconscious minds of other creatures gives sand speakers a sense of perspective. They see creatures in their most vulnerable states, witnessing their brightest hopes, deepest desires, and darkest fears."
]
},
{
"type": "entries",
"name": "Size",
"entries": [
"Sand speakers have smooth, elongated features. They range from 6 to 8 feet tall and weigh between 150 and 250 pounds. Your size is Medium."
]
},
{
"type": "entries",
"name": "Speed",
"entries": [
"Your base walking speed is 30 feet."
]
},
{
"type": "entries",
"name": "Darkvision",
"entries": [
"You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."
]
},
{
"type": "entries",
"name": "Sandform",
"entries": [
"As an action, you, along with everything you are wearing and carrying, transform into fine sand for 1 minute. This effect ends if you are reduced to 0 hit points.",
"While in this form, you retain your walking speed and lose all other movement speeds you have. You can move through a space as narrow as 1 inch wide without squeezing.",
"You gain resistance to nonmagical damage. You can't talk or manipulate objects, and any objects you were carrying or holding can't be dropped, used, or otherwise interacted with. You can't attack or cast spells.",
"Once you use this trait, you can't do so again until you finish a long rest."
]
},
{
"type": "entries",
"name": "Oneiromancy",
"entries": [
"You know the message cantrip. When you reach 3rd level, you can cast the sleep spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the silence spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells."
]
},
{
"type": "entries",
"name": "Dream Walk",
"entries": [
"As an action, choose a sleeping creature that you can see within 10 feet of you. You enter a trance state for up to 8 hours, acting as a messenger. While in the trance, you are aware of your surroundings, but can't take actions or move.",
"You appear in the target's dreams and can converse with it as long as it remains asleep, for the duration of your trance. If the target wakes during your trance for any reason, your trance immediately ends. You can't shape the target's dreams or alter your appearance when you dream walk—you are only a visitor. You can emerge from the trance at any time, ending this effect early. The target recalls the dream perfectly upon waking."
]
},
{
"type": "inset",
"name": "Entering Dreams",
"entries": [
"The Dream Realm does not abide by the laws of the material world, so sand speakers hoping to gain information must think outside the box. For example, in real life, the ability to read—be it a book, a sign, even a clock—is not processed in the subconscious part of the human brain, therefore we are unable to read in our dreams. While a dozing creature might believe it's reading, a sand speaker inside the dream may come across inscriptions written in gibberish or books filled with blank pages. Similarly, creatures in dreams are products of the dreamer's subconscious and may look or sound differently than who the dreamer understands them to be—if they have a face at all! Knowing this information can help GMs and players convey dreams as distinct, vivid experiences with unique problems for characters to solve."
]
},
{
"type": "entries",
"name": "Languages",
"entries": [
"You can speak, read, and write Common and one other language of your choice."
]
}
]
}
]
},
{
"type": "section",
"name": "The Somnian",
"id": "The Somnian",
"page": 7,
"entries": [
{
"type": "quote",
"entries": [
"As I fell into my sleep,",
"The stage was set with wondrous things.",
"At long-lost mem'ries, I did weep,",
"And missed the creatures in the wings."
],
"by": "Bibis Ross",
"from": "The Theatre of Sleep"
},
{
"type": "entries",
"page": 7,
"entries": [
"Somnians are the creators of dreams. Compassionate artists and philosophers, the star-skinned illusionists find meaning in all things. Whether guiding a sleeping creature towards a source of inspiration or warning it when it has gone astray, somnians are the architects of bedtime's wildest fantasies—and worst nightmares."
]
},
{
"type": "entries",
"name": "Imaginative Illusionists",
"id": "Imaginative Illusionists",
"page": 7,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar3/Ar3-somnian.png"
},
"title": ""
},
"Somnians hail from the vast expanse of the Dream Realm, where time slows and their innate magic is magnified. When a creature falls asleep, a somnian in the Dream Realm weaves a dream for them, uniquely tailored to the slumbering creature's thoughts and feelings.",
"Outside of the Dream Realm, a somnian's ability to create dreams manifests as illusion magic. Despite this, somnians maintain their desire to mold the world around them, using their gifts to inspire others, uphold symbols of good, or seek justice. They are natural philosophers, gravitating towards callings that emphasize expression and interpretation, such as the arts, academia, or soothsaying."
]
},
{
"type": "entries",
"name": "Cosmic Shepherds",
"id": "Cosmic Shepherds",
"page": 7,
"entries": [
"Every dream has a purpose. Inspiration. Remembrance. Realization. In the Dream Realm, somnians discern this purpose and gently suggest it to the creature through symbolism.",
"Somnians continue to foster others in the material world, studying and nudging creatures towards their goals with subtle enthusiasm. There is no greater joy for a somnian than helping someone else achieve their dreams."
]
},
{
"type": "entries",
"name": "Lasting Memories",
"id": "Lasting Memories",
"page": 7,
"entries": [
"Somnians are known for their generosity. The frequent gift givers expect nothing in return, sparking lifelong friendships with sculptures, songs, and recipes. Superstitious folk believe it's bad luck to turn down a somnian's gift.",
"In a true act of selflessness, a somnian can give their life to resurrect a fallen creature. All that remains of a somnian who performs this act is a memory of their choosing in the mind of the revived. While they typically sacrifice themselves to resurrect a loved one, somnians have imparted their last gifts to influential poets, scholars, and leaders who died before their time. Bereaved family members sometimes seek a somnian in desperation, hoping the dreamweaver will trade their life for that of a stranger."
]
},
{
"type": "entries",
"name": "Somnian Nightmares",
"id": "Somnian Nightmares",
"page": 7,
"entries": [
"As stewards of the sleeping, somnians are generally pleasant. However, every somnian harbors a mote of darkness they can harness, assuming nightmarish forms to terrify misguided creatures and foes alike. The Somnian Nightmares table contains examples of possible forms your character might take when invoking this darkness.",
{
"type": "entries",
"name": "Somnian Nightmares",
"page": 7,
"entries": [
{
"type": "table",
"colLabels": [
"d6",
"Nightmare"
],
"colStyles": [
"text-align-left",
"text-align-left"
],
"rows": [
[
"1",
"Horrifying monster with too many joints"
],
[
"2",
"Panicked reflection of the target with their teeth falling out"
],
[
"3",
"Natural disaster, like a forest fire or tsunami"
],
[
"4",
"Swarm of insects, rodents, or other pests"
],
[
"5",
"Disapproving loved one"
],
[
"6",
"Empty, emotionless void"
]
]
}
]
}
]
},
{
"type": "entries",
"name": "Somnian Names",
"id": "Somnian Names",
"page": 8,
"entries": [
"Somnians look like humanoid galaxies. They have shadowy frames sprinkled with tiny luminescent stars. Somnians derive their names from the constellations on their twinkling frames.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Example Somnian Names",
"entries": [
"Arietes, Aquila, Belator, Gladius, Leo, Ridera, Ocula, Papilonus, Zelotes."
]
}
]
}
]
},
{
"type": "entries",
"name": "Somnian Traits",
"id": "Somnian Traits",
"page": 8,
"entries": [
"Your somnian character has the following traits.",
{
"type": "entries",
"name": "Ability Score Increase",
"entries": [
"Your Wisdom score increases by 1, and one other ability score of your choice increases by 1."
]
},
{
"type": "entries",
"name": "Age",
"entries": [
"Somnians begin life as wispy spirits and reach maturity around the age of 30. They can live to be 500 years old."
]
},
{
"type": "entries",
"name": "Alignment",
"entries": [
"As the sculptors of dreams, somnians emphasize imaginative freedom. They value expression and understanding and reject reality when it is oppressive. Somnians tend towards chaotic good."
]
},
{
"type": "entries",
"name": "Size",
"entries": [
"Somnians are the same height and build as humans. Your size is Medium."
]
},
{
"type": "entries",
"name": "Speed",
"entries": [
"Your base walking speed is 30 feet."
]
},
{
"type": "entries",
"name": "Empath",
"entries": [
"You have proficiency in the Insight skill."
]
},
{
"type": "entries",
"name": "Astral Architect",
"entries": [
"You know the minor illusion cantrip.",
"When you reach 3rd level, you can cast detect thoughts once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast major image once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells."
]
},
{
"type": "entries",
"name": "Nightmare",
"entries": [
"As an action, you assume a terrifying form. Choose one creature that you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this trait, you can't do so again until you finish a long rest."
]
},
{
"type": "entries",
"name": "Remembrance",
"entries": [
"You can cast the resurrection spell once with this trait, requiring no material components. When you do so, you immediately die, and your body withers away in a cloud of starry dust. The resurrected creature awakes with a memory of yours (chosen by you).",
"A somnian who sacrifices themselves in this way can only be brought back to life by a {@i wish} spell."
]
},
{
"type": "entries",
"name": "Languages",
"entries": [
"You can speak, read, and write Common and Celestial."
]
}
]
}
]
}
]
},
{
"type": "section",
"name": "Ten Spells You Need in 5e",
"id": "Ten Spells You Need in 5e",
"page": 9,
"entries": [
"TEN CLASSIC SPELLS UPDATED FOR THE LATEST EDITION",
"by Celeste Conowitch",
"If you're anything like me, you spend the most time during character creation conjuring the perfect spell list. There are so many factors to consider when making a caster—everything from effectiveness, to flavor, to having some good clean (or dirty, for you eldritch minions out there) fun.",
"In the spirit of expanding your grab bag of options, I blew some dust off a collection of spells from older editions of the world's most popular roleplaying game. You'll find here a trove of arcane treasures that fill in some mechanical gaps in fifth edition or simply make your next spell-slinger desperately cool.",
{
"type": "list",
"style": "list-no-bullets",
"columns": 3,
"items": [
{
"type": "entries",
"name": "Bard Spells",
"id": "Bard Spells",
"entries": [
{
"type": "entries",
"name": "1st Level",
"id": "1st Level",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell Erase|Ar3} (transmutation)"
]
}
]
},
{
"type": "entries",
"name": "2nd level",
"id": "2nd level",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell Attract Metal|Ar3} (transmutation)"
]
}
]
},
{
"type": "entries",
"name": "3rd level",
"id": "3rd level",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell Glitterdust|Ar3} (evocation)",
"{@spell Walking Dead|Ar3} (necromancy)"
]
}
]
},
{
"type": "entries",
"name": "6th level",
"id": "6th level",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell Rainbow recurve|Ar3} (evocation)"
]
}
]
}
]
},
{
"type": "entries",
"name": "Cleric Spells",
"id": "Cleric Spells",
"entries": [
{
"type": "entries",
"name": "1st Level",
"id": "1st Level 2",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell Erase|Ar3} (transmutation)"
]
}
]
},
{
"type": "entries",
"name": "3rd level",
"id": "3rd level 2",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell Glitterdust|Ar3}",
"{@spell Walking Dead|Ar3}"
]
}
]
}
]
},
{
"type": "entries",
"name": "Druid Spells",
"id": "Druid Spells",
"entries": [
{
"type": "entries",
"name": "1st Level",
"id": "1st Level 3",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell nature's ladder|Ar3|Nature's ladder} (transmutation)"
]
}
]
},
{
"type": "entries",
"name": "2nd level",
"id": "2nd level 2",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell Attract Metal|Ar3} (transmutation)"
]
}
]
},
{
"type": "entries",
"name": "7th Level",
"id": "7th Level",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell stoneheart|Ar3} (necromancy)"
]
}
]
}
]
},
{
"type": "entries",
"name": "Ranger Spells",
"id": "Ranger Spells",
"entries": [
{
"type": "entries",
"name": "1st Level",
"id": "1st Level 4",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell nature's ladder|Ar3|Nature's ladder} (transmutation)"
]
}
]
}
]
},
{
"type": "entries",
"name": "Sorcerer Spells",
"id": "Sorcerer Spells",
"entries": [
{
"type": "entries",
"name": "1st Level",
"id": "1st Level 5",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell Erase|Ar3} (transmutation)"
]
}
]
},
{
"type": "entries",
"name": "2nd level",
"id": "2nd level 3",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell Attract Metal|Ar3} (transmutation)"
]
}
]
},
{
"type": "entries",
"name": "3rd level",
"id": "3rd level 3",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell Glitterdust|Ar3} (evocation)",
"{@spell Shrink|Ar3} (transmutation)"
]
}
]
},
{
"type": "entries",
"name": "4th Level",
"id": "4th Level",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell Silver Wings|Ar3} (transmutation)"
]
}
]
},
{
"type": "entries",
"name": "6th level",
"id": "6th level 2",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell Rainbow recurve|Ar3} (evocation)"
]
}
]
}
]
},
{
"type": "entries",
"name": "Wizard Spells",
"id": "Wizard Spells",
"entries": [
{
"type": "entries",
"name": "1st Level",
"id": "1st Level 6",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell Erase|Ar3} (transmutation)"
]
}
]
},
{
"type": "entries",
"name": "2nd level",
"id": "2nd level 4",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell Attract Metal|Ar3} (transmutation)"
]
}
]
},
{
"type": "entries",
"name": "3rd level",
"id": "3rd level 4",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell Glitterdust|Ar3} (evocation)",
"{@spell Shrink|Ar3} (transmutation)",
"{@spell Walking Dead|Ar3} (necromancy)"
]
}
]
},
{
"type": "entries",
"name": "4th Level",
"id": "4th Level 2",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell Silver Wings|Ar3} (transmutation)"
]
}
]
},
{
"type": "entries",
"name": "6th Level",
"id": "6th Level",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell Rainbow recurve|Ar3} (evocation)"
]
}
]
},
{
"type": "entries",
"name": "7th Level",
"id": "7th Level 2",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell stoneheart|Ar3} (necromancy)"
]
}
]
},
{
"type": "entries",
"name": "8th Level",
"id": "8th Level",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell Permanency|Ar3} (enchantment)"
]
}
]
}
]
},
{
"type": "entries",
"name": "Warlock Spells",
"id": "Warlock Spells",
"entries": [
{
"type": "entries",
"name": "1st Level",
"id": "1st Level 7",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell Erase|Ar3} (transmutation)"
]
}
]
},
{
"type": "entries",
"name": "4th Level",
"id": "4th Level 3",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell Silver Wings|Ar3} (transmutation)"
]
}
]
},
{
"type": "entries",
"name": "7th Level",
"id": "7th Level 3",
"entries": [
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@spell stoneheart|Ar3} (necromancy)"
]
}
]
}
]
}
]
},
{
"type": "section",
"name": "Spell Descriptions",
"id": "Spell Descriptions",
"page": 10,
"entries": [
"The spells are presented in alphabetical order.",
{
"type": "statblockInline",
"dataType": "spell",
"data": {
"name": "Attract Metal",
"level": 2,
"school": "T",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 60
}
},
"components": {
"v": true,
"s": true,
"m": "a pouch of iron filings"
},
"duration": [
{
"type": "timed",
"duration": {
"amount": 1,
"type": "minute"
},
"concentration": true
}
],
"source": "Ar3",
"entries": [
"You create a magnetic field that allows you to push or pull metal objects. When you cast the spell, and as an action each round for the duration, you can exert your will on one metal object that you can see within range. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.",
"You can try to move a metal object that weighs up to 500 pounds. If the object isn't being worn or carried, you automatically move it in a straight line up to 30 feet toward or away from you, but not beyond the range of this spell.",
"If the object is being worn or carried by an unwilling creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it in a straight line up to 30 feet toward or away from you, but not beyond the range of this spell. If the object is a worn object that cannot easily be removed (such as armor) and you win the contest, the targeted creature also moves with the metal object. On subsequent rounds, you can use your action to attempt to maintain your grip on the creature by repeating the contest. If the combined weight of the object and the creature exceed 500 pounds, the target cannot be moved."
],
"page": 10
}
},
{
"type": "statblockInline",
"dataType": "spell",
"data": {
"name": "Erase",
"level": 1,
"school": "T",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 30
}
},
"components": {
"v": true,
"s": true,
"m": "the nib of a quill"
},
"duration": [
{
"type": "instant"
}
],
"source": "Ar3",
"entries": [
"You remove writing from a single scroll, one page of paper, a sheet of parchment, or a similar surface that you can see within range that is no larger than a 2-foot-square area.",
"This spell can also automatically remove a glyph of warding or a glyph created by the symbol spell. If the glyph was created using a spell slot of 4th level or higher, you must make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the glyph is erased."
],
"page": 10
}
},
{
"type": "statblockInline",
"dataType": "spell",
"data": {
"name": "Glitterdust",
"level": 3,
"school": "V",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "cone",
"distance": {
"type": "feet",
"amount": 15
}
},
"components": {
"v": true,
"s": true,
"m": "a packet of confetti"
},
"duration": [
{
"type": "timed",
"duration": {
"amount": 1,
"type": "minute"
}
}
],
"source": "Ar3",
"entries": [
"You spray a shower of golden glitter from your hands. Each creature in a 15-foot cone becomes coated in glitter for the spell's duration, and affected creatures or objects can't benefit from being invisible. In addition, any creature in the area when the spell is cast must succeed on a Constitution saving throw or become blinded for the duration. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
],
"page": 11
}
},
{
"type": "statblockInline",
"dataType": "spell",
"data": {
"name": "Nature's Ladder",
"level": 1,
"school": "T",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 60
}
},
"components": {
"v": true,
"s": true,
"m": "an acorn"
},
"duration": [
{
"type": "timed",
"duration": {
"amount": 24,
"type": "hour"
}
}
],
"source": "Ar3",
"entries": [
"You cause a tree to sprout from an unoccupied space of solid ground that you can see within range. When you cast the spell, you determine the height of the tree, which can be a maximum of 20 feet tall. If there isn't enough room for the tree to grow to full height, the tree attains the maximum possible height in the space available. The tree has a 1-foot-diameter trunk and evenly spaced branches perfect for climbing. The tree has AC 5 and 25 hit points. After 24 hours, or if the tree is reduced to 0 hit points, it instantly vanishes."
],
"entriesHigherLevel": [
{
"name": "At Higher Levels",
"type": "entries",
"entries": [
"When you cast this spell using a spell slot of 2nd level or higher, you can increase the height of the tree by 20 feet for each slot level above 1st."
]
}
],
"page": 11
}
},
{
"type": "statblockInline",
"dataType": "spell",
"data": {
"name": "Permanency",
"level": 8,
"school": "T",
"time": [
{
"number": 1,
"unit": "hour"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"v": true,
"s": true,
"m": "the highest-quality components available for a particular spell costing 1,000 gp per level of the permanent spell: 1,000 gp for a 1st-level spell, 2,000 gp for a 2nd-level spell, etc."
},
"duration": [
{
"type": "permanent",
"ends": [
"dispel"
]
}
],
"source": "Ar3",
"entries": [
"This spell makes certain other spells you cast on yourself permanent. Choose a spell of 5th level or lower that you can cast, has a duration of 1 minute or longer, a casting time of 1 hour or shorter, and can target you.",
"You cast that spell as part of casting permanency, expending spell slots for both.",
"The spell cast with permanency takes effect immediately and lasts until dispelled. Spells made permanent in this way no longer require concentration to maintain and do not require the use of a spell slot beyond the initial casting. If the spell you cast with the permanency spell is dispelled (such as by the dispel magic spell), then both that spell and permanency are dispelled and vice versa. You can only be affected by one permanent spell at a time."
],
"page": 11
}
},
{
"type": "statblockInline",
"dataType": "spell",
"data": {
"name": "Rainbow Recurve",
"level": 6,
"school": "V",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 150
}
},
"components": {
"v": true,
"s": true,
"m": "a small glass"
},
"duration": [
{
"type": "timed",
"duration": {
"amount": 1,
"type": "minute"
},
"concentration": true
}
],
"source": "Ar3",
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar3/Ar3-rainbow-recurve.png"
},
"title": ""
},
"You summon a longbow formed of swirling rainbow hues to your hands.",
"When the bow appears, you choose an arrow color and make a ranged spell attack against a target of your choice within range. On a hit, the target takes 3d8 force damage and must succeed on a Dexterity saving throw or face an additional effect determined by the color of the arrow used. Until the spell ends, you can use an action on each of your turns to make another ranged spell attack, selecting an arrow of a different color each time you do.",
"Once you fire an arrow, the corresponding color disappears from the bow, and you can't select that color again during this particular casting of the spell. When the duration ends or when you have used all seven colors, the bow vanishes.",
"{@i Red}. The target takes an additional 3d8 fire damage.",
"{@i Orange}. The target takes an additional 3d8 acid damage.",
"{@i Yellow}. The target takes an additional 3d8 lightning damage.",
"{@i Green}. The target takes an additional 3d8 poison damage.",
"{@i Blue}. The target takes an additional 3d8 cold damage.",
"{@i Indigo}. On a failed save, the target is paralyzed. It can make a Constitution saving throw at the end of each of its turns, ending the paralyzed condition on a success.",
"{@i Violet}. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blinded condition. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal Planes.)"
],
"page": 12
}
},
{
"type": "statblockInline",
"dataType": "spell",
"data": {
"name": "Shrink",
"level": 3,
"school": "T",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 30
}
},
"components": {
"v": true,
"s": true,
"m": "a raisin"
},
"duration": [
{
"type": "timed",
"duration": {
"amount": 1,
"type": "hour"
},
"concentration": true
}
],
"source": "Ar3",
"entries": [
"You cause a creature or an object you can see within range to shrink for the duration. Choose either a creature or an object that is not worn or held. If the target is an unwilling creature, it can make a Constitution saving throw. On a success, the spell has no effect.",
"The target becomes Tiny, shrinking to a height of 1 inch, and it weighs 1 pound, unless it already was smaller or weighed less before the spell was cast. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. Until the spell ends, the target has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1 damage. If the creature was not already Tiny before this spell was cast, its speed is halved for the duration."
],
"page": 13
}
},
{
"type": "statblockInline",
"dataType": "spell",
"data": {
"name": "Silver Wings",
"level": 4,
"school": "T",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"v": true,
"s": true,
"m": "a silver needle"
},
"duration": [
{
"type": "timed",
"duration": {
"amount": 10,
"type": "minutes"
},
"concentration": true
}
],
"source": "Ar3",
"entries": [
"You grow a pair of metallic, feathered wings. These wings grant you a fly speed of 60 feet for the duration. When the spell ends, you fall if you are still aloft, unless you can stop the fall.",
"While the spell is active, you can use a bonus action to make a melee spell attack with the wings against a target within 10 feet of you. On a hit, the target takes 2d6 slashing damage. The wings are magical weapons.",
"As a bonus action, you can choose to end the spell and launch the metallic feathers in a 60-foot cone of razor-sharp blades. Each creature in the cone must make a Dexterity saving throw. A creature takes 3d8 piercing damage on a failed save, or half as much damage on a successful one."
],
"page": 13
}
},
{
"type": "statblockInline",
"dataType": "spell",
"data": {
"name": "Stoneheart",
"level": 7,
"school": "N",
"time": [
{
"number": 1,
"unit": "hour"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"v": true,
"s": true,
"m": "a humanoid heart carved from a gemstone of exceptional quality worth at least 1,000 gp"
},
"duration": [
{
"type": "timed",
"duration": {
"amount": 1,
"type": "year"
}
}
],
"source": "Ar3",
"entries": [
"You exchange your own living heart for the finely crafted heart of stone you used for the spell's material component. Your living heart can then be stored or hidden anywhere you like, but must remain within 1 mile of you to keep the spell active, where it continues to beat for the duration. While your heart is removed in this manner, you automatically succeed on all death saving throws. If you die, but your original heart remains intact, you gain a new body with a new stone heart in 1d10 days and return to life with all your hit points. Your new body appears within 5 feet of your original heart.",
"While you possess a stone heart, you lose the ability to heal naturally during a short or long rest, and can only restore hit points through magical healing. If your living heart is damaged or destroyed, you are instantly slain.",
"You can choose to end the spell as a bonus action. The spell ends automatically if you travel more than 1 mile from your living heart. When the spell ends, your own living heart instantly returns to its proper place, and the stone heart is destroyed."
],
"page": 13
}
},
{
"type": "statblockInline",
"dataType": "spell",
"data": {
"name": "Walking Dead",
"level": 3,
"school": "N",
"time": [
{
"number": 1,
"unit": "minute"
}
],
"range": {
"type": "point",
"distance": {
"type": "touch"
}
},
"components": {
"v": true,
"s": true,
"m": "a vial of smelling salts"
},
"duration": [
{
"type": "timed",
"duration": {
"amount": 10,
"type": "days"
}
}
],
"source": "Ar3",
"entries": [
"You animate the corpse of a creature that has died within the past day whose body is still intact. For the duration, you restore a semblance of life to the deceased creature, putting the reanimated subject in a half-life state but not truly reconnecting the soul to the body.",
"The reanimated creature has 1 hit point and can move as they could in life. In this state, a target is unable to attack, use spells, or take similarly complex actions. If the creature could speak in life, it has the ability to do so, though its memory is cloudy, making it difficult for the subject to remember even the basic details of its past life. During a limited interaction, the animated corpse could be passed off as alive, but extended conversation reveals something is amiss. A creature that uses its action to examine the body can determine that it is not alive with a successful Intelligence (Investigation) check against your spell save DC.",
"The spell also effectively extends the time limit on raising the target from the dead, since days spent reanimated does not count against the time limit of spells such as raise dead, and the reanimated body does not decay.",
"A creature reanimated in this way is not undead, and it can be resurrected by any spell that would return a fully dead creature to life.",
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar3/Ar3-walking-dead.png"
}
}
],
"page": 14
}
}
]
}
]
},
{
"type": "section",
"name": "Aces High",
"id": "Aces High",
"page": 15,
"entries": [
"NEW RULES FOR AERIAL COMBAT",
"by Sam Mannell",
"A wizard leans over the edge of their magic carpet, casting a bolt of fire at a fleeing, winged assassin. A ranger rides her trusty griffon companion, twisting around the dragonfire licking at their heels. The party braces for impact as a roc plummets from the clouds, smashing into their stolen airship!",
"In a combat-focused roleplaying game with flying creatures and vehicles, you're bound to take a fight to the skies sooner or later. While precise tactical positioning can be valuable on solid ground, many players and GMs find that judicious creature placement in three dimensions slows down the action, right when things are getting interesting!",
{
"type": "section",
"name": "Introduction",
"id": "Introduction",
"page": 15,
"entries": [
"Aces High is a lightweight ruleset for aerial combat, aimed at replicating the high-octane action of a cinematic dogfight. Aerial combat doesn't happen a lot in roleplaying games, because it tends to be more cumbersome and less fun than combat on the ground—but in many stories that aren't RPGs, aerial battles happen all the time! The aim of Aces High is to emulate the thrill of those stories, and make you want to put more aerial combat in your games.",
"These rules are strictly aimed at combat encounters that take place entirely in the air. No half measures."
]
},
{
"type": "section",
"name": "The Flight Modifier",
"id": "The Flight Modifier",
"page": 15,
"entries": [
"The cornerstone of Aces High is the flight modifier, a number attached to your character which functions like an ability modifier, and is used to modify d20 rolls. This includes ability checks, called flight checks, and saving throws, called flight saving throws.",
"The two factors that determine your flight modifier are size and flying speed, because the flight modifier is based on the real-life concept of the thrust-to-weight ratio. You can find a vehicle or creature's flight modifier on the flight modifiers table on the next page.",
"When riding a mount, use the mount's flight modifier. When piloting a vehicle, use the vehicle's flight modifier. When you gain a flying speed, whether through a spell such as fly, or the use of a magic item such as wings of flying, calculate your own flight modifier.",
{
"type": "entries",
"name": "Pilots and Passengers",
"id": "Pilots and Passengers",
"page": 15,
"entries": [
"If you're the helmsman of a vehicle, directing a mount, or flying under your own steam, you're considered a pilot. Only pilots use a flight modifier.",
"If you're riding along on a mount, vehicle, or magic item, but you're not directly responsible for piloting, then you're a passenger, and you don't use any flight modifier. Don't worry! You can still take actions during the action phase."
]
},
{
"type": "table",
"page": 16,
"colLabels": [
"Size /Fly Speed",
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"Small (1)",
"Medium (2)",
"Large (3)",
"Huge (4)",
"Gargantuan (5)"
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"+0",
"1",
"2",
"3"
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[
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"+3",
"+2",
"+1",
"+0",
"1",
"2"
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[
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"+4",
"+3",
"+2",
"+1",
"+0",
"1"
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[
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"+5",
"+4",
"+3",
"+2",
"+1",
"+0"
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[
"60ft (+6)",
"+6",
"+5",
"+4",
"+3",
"+2",
"+1"
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[
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"+7",
"+6",
"+5",
"+4",
"+3",
"+2"
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[
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"+8",
"+7",
"+6",
"+5",
"+4",
"+3"
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[
"90ft (+9)",
"+9",
"+8",
"+7",
"+6",
"+5",
"+4"
],
[
"100ft (+10)",
"+10",
"+9",
"+8",
"+7",
"+6",
"+5"
],
[
"110ft (+11)",
"+11",
"+10",
"+9",
"+8",
"+7",
"+6"
],
[
"120ft (+12)",
"+12",
"+11",
"+10",
"+9",
"+8",
"+7"
],
[
"130ft (+13)",
"+13",
"+12",
"+11",
"+10",
"+9",
"+8"
],
[
"140ft (+14)",
"+14",
"+13",
"+12",
"+11",
"+10",
"+9"
],
[
"150ft (+15)",
"+15",
"+14",
"+13",
"+12",
"+11",
"+10"
]
],
"caption": "Flight Modifiers Table"
},
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"type": "table",
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"Creature",
"Flight Modifier"
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"rows": [
[
"Balor",
"+4"
],
[
"Couatl",
"+7"
],
[
"Dragon, adult",
"+4"
],
[
"Dragon, young",
"+5"
],
[
"Erinyes",
"+4"
],
[
"Giant eagle",
"+5"
],
[
"Griffon",
"+5"
],
[
"Harpy",
"+2"
],
[
"Human on a broom of flying",
"+3"
],
[
"Human affected by the fly spell",
"+4"
],
[
"Manticore",
"+2"
],
[
"Nightmare",
"+6"
],
[
"Roc",
"+7"
],
[
"Winged tiefling",
"+1"
],
[
"Wyvern",
"+5"
]
],
"caption": "Example Flight Modifiers"
}
]
},
{
"type": "section",
"name": "Abstract Positions",
"id": "Abstract Positions",
"page": 16,
"entries": [
"Aces High aims to be fast, simple, and fun. Don't worry about the precise positioning of combatants, the direction they are flying, or their fly speed! You can safely assume that combatants are constantly changing direction while chasing each other, automatically making the best maneuvers they can—the only thing you need to know is whether or not they have a clear shot at each other. Measurements, including altitude (see \"Altitude Die\"), are abstractions when using these rules.",
"Using minis can be useful to help visualize the scene, but Aces High doesn't use a grid at all."
]
},
{
"type": "section",
"name": "How to Play",
"id": "How to Play",
"page": 16,
"entries": [
"While you can defeat an opponent by dealing damage to them, your primary objective in an Aces High encounter is to ground the enemy. Knocking your foes out of the sky is the fastest path to victory!",
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar3/Ar3-aces-high.png"
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"title": ""
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{
"type": "entries",
"page": 17,
"name": "Scramble!",
"id": "Scramble!",
"entries": [
"When two or more combatants commit to aerial combat, all pilots involved must Scramble!",
"Scrambling sets the turn order and the starting altitude of each combatant. Much like standard initiative, combatants roll a d20 and add their flight modifier to the result, with higher results taking their turns first. However, unlike initiative, all combatants have 10 seconds to roll as many times as they want, trying to get the best possible result. Once the timer is up, everyone must use the result they have in front of them!11 Players using an online platform to play are able to roll much faster than normal, so consider cutting the time limit in half when playing online.",
"When flying any mount or vehicle, only the pilot needs to Scramble. Passengers don't need to Scramble—they take actions when their pilot does.",
"When a new combatant joins (or rejoins!) the fray, they Scramble without a timer, and use the first result they roll.",
"To find your opening altitude, don't add your flight modifier; all you need to do is look at the number on your d20, and match it to the corresponding Altitude on the Opening Altitude Table."
]
},
{
"type": "entries",
"page": 17,
"name": "Altitude Die",
"id": "Altitude Die",
"entries": [
"Altitude is vital to both success and survival in an Aces High encounter. We track it on the Altitude Die, a d6 that you can place next to your character sheet or your mini. The higher the number, the higher you are!",
"Being above your target is an enormous tactical advantage that allows you to use the sun or other environmental conditions to make tracking your movement extremely difficult. A pilot is too engaged with flying to spend precious seconds craning their neck to squint at the sky! You have disadvantage on attack rolls against targets of a higher Altitude than you, unless you're a passenger.",
"As you might expect, this also means you have advantage on attack rolls against targets with an Altitude below yours. This advantage applies whether you're a pilot or a passenger.",
{
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"d20",
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[
"9-12",
"4"
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[
"13-16",
"5"
],
[
"17-20",
"6"
]
]
}
]
},
{
"type": "entries",
"name": "The Stunt Phase",
"page": 18,
"id": "The Stunt Phase",
"entries": [
"Once everyone has Scrambled and set their Altitude Die, play begins. On each player's turn there are two phases; the stunt phase—in which you try to create angles of attack, and the action phase—in which you try to use them!",
"When your stunt phase starts, you roll a number of d4s equal to your flight modifier (minimum of 1 die). These are your Stunt Dice. You can spend them to alter your Altitude, or spend them to create Angles.",
"Unspent dice carry over to the next round. When your next stunt phase starts, roll a new set of d4s, and add them to the pile you had left over.",
"Your stunt phase ends when you say it does, or when you have no more Stunt Dice to spend.",
{
"type": "inset",
"name": "Optional Rule: Burning Daylight!",
"entries": [
"",
"Once you're more comfortable with this system, you may want to turn up the heat. Try adding a 60-second timer to the stunt phase to add some pressure, if everyone in your group is okay with it. What's more important to you; adjusting your Altitude, or creating an Angle? Choose fast!"
]
},
{
"type": "entries",
"name": "Creating Angles",
"entries": [
"When you roll your Stunt Dice, the results are somewhat like a hand of cards. To create an Angle, you must match three-of-a-kind, or three-in-a-row. For example, 3-3-3 and 2-3-4 are both viable Angles. When you match and subsequently spend these dice, you gain an extra action to use during the action phase!",
{
"type": "inset",
"name": "Multiple Angles",
"entries": [
"",
"If you're fast enough, it's possible to create multiple Angles and therefore access more than the normal amount of actions in one turn, but only the fastest of creatures and vehicles can do this regularly! Generally speaking, it's more likely that a monster that's in their element when flying—like a roc, or a couatl—is going to be fast enough to really bend the action economy, but that's by design; dogfighting a roc should feel like a legendary encounter!"
]
}
]
},
{
"type": "entries",
"name": "Adjusting Altitude",
"entries": [
"The other way to spend Stunt Dice during your stunt phase is to adjust your Altitude, either by climbing or diving. In both cases, you spend a Stunt Die and then alter your Altitude by the number on the spent Stunt Die. Climbing increments the Altitude Die, and diving decrements it.",
"You can only spend a Stunt Die to adjust your Altitude",
"once during your stunt phase.",
"When you choose to dive, the potential energy you've stored is transformed into momentum you can use to supercharge your speed! When you decrement your Altitude Die by the result of a spent Stunt Die, you can add that amount as a bonus to one of the following:",
"1. Your AC.",
"2. Your attack and damage rolls.",
"You keep these bonuses until the start of your next turn."
]
},
{
"type": "entries",
"name": "High Altitude",
"entries": [
"Climbing above 6 on the Altitude Die means you've passed over into High Altitude. Upgrade your Altitude Die to a d12! For every point of Altitude you have above 6, you gain an extra Stunt Die to roll at the start of your stunt phase. You can't climb above Altitude 12.",
"However, any creature that ends its turn in High Altitude must make a Constitution saving throw to withstand the thinning air and plummeting temperature! Creatures that don't need to breathe automatically succeed.",
"The DC for a High Altitude Constitution saving throw is the number on your Altitude Die x 2.",
"Any creature that fails this saving throw falls unconscious. This may or may not mean you start Freefalling, but it's likely that it does—an unconscious creature cannot fly, and if you're piloting a vehicle, you've probably passed out at the wheel.",
"You can repeat this saving throw in order to regain consciousness at the end of each of your turns, but the DC for repeated saving throws remains the same no matter your Altitude.",
"See \"Freefall\" below for more details."
]
},
{
"type": "entries",
"name": "Low Altitude",
"entries": [
"If your Altitude die shows a 1, then you are in Low Altitude, and just like High Altitude, it's dangerous. If your Altitude die ever decrements below 1, or you're in Freefall and you end your turn in Low Altitude, you hit the ground. And probably explode.",
"If you end your turn in Low Altitude and you're not Freefalling, make a Flight saving throw to avoid colliding with the ground, ocean, rooftops, lava, etc. The DC for this saving throw depends on the terrain, and so is determined by the GM. The sample encounter at the end of this article contains an example.",
"Whenever you hit the ground, either by failing the Low Altitude saving throw, or by decrementing below 1 on the Altitude die, you immediately take falling damage, as described under \"Freefall.\""
]
}
]
},
{
"type": "entries",
"name": "The Action Phase",
"page": 19,
"id": "The Action Phase",
"entries": [
"After your stunt phase ends, play moves into the action phase. During the action phase, you and any passengers with you on your mount or vehicle can take one action (except the Dash action) and one additional action for each Angle you created during the stunt phase. Passengers can also move about their vehicles, such as the deck of an airship, but pilots, mounts, and vehicles have used their movement during the stunt phase.",
"If you're a pilot, you can use an action to allow your mount or vehicle to take an action. This differs from how mounted combat works on the ground, chiefly because while airborne, you're not using a movement speed or measuring distance in feet, both of which the core mounted combat rules heavily rely on.",
{
"type": "entries",
"name": "Ranged Attacks and Melee Attacks",
"entries": [
"Ranged attacks and spells dominate in aerial combat. When you create an Angle, you can assume that you are putting yourself at an optimal distance to make any ranged attack you like.",
"Melee weapons can be used so long as your Altitude dice matches your targets. If your weapon has the reach property, you can also make melee attacks against a target one point of Altitude away. Note that the normal Altitude rules for advantage and disadvantage still apply to reach weapons!"
]
},
{
"type": "entries",
"name": "Taking Damage",
"entries": [
"Whenever you, your mount, or your vehicle is hit by an attack or fails a saving throw and takes damage as a result, decrement your Altitude by 1. Losing Altitude to damage can only occur once per turn.22 Note that this says once per turn, not once per round. For instance, each party member gets a chance to take the wyvern down a peg, but only once!",
"Damage is typically applied to a mount or vehicle first, because it's a much bigger target to hit in the midst of the chaos. A GM is free to rule that pilots and passengers can be directly targeted by attacks, potentially with disadvantage.",
"If your vehicle or mount is reduced to 0 hit points and you don't have a flying speed, you and any passengers without a flying speed begin Freefalling (see below)."
]
},
{
"type": "entries",
"name": "Going Down",
"entries": [
"While reduced to less than half your hit points, you're Going Down, and your Altitude decreases by 1 at the end of each of your turns, no matter what."
]
},
{
"type": "entries",
"name": "Direct Hit",
"entries": [
"When you score a critical hit on an attack, it's a direct hit! The target rolls a d4, and drops that many points of Altitude immediately."
]
},
{
"type": "entries",
"name": "Knife-Fighting in a Phone Booth",
"entries": [
{
"type": "quote",
"entries": [
"The barbs of a grapnel bite into your hull! Two dragons lock onto each other with glittering jaws and teeth!"
]
},
"Sometimes things get really up close and personal. When you want to grapple a target, it works as usual; in place of a melee attack. A GM might rule that grappling is necessary for a boarding action, if vehicles are involved!",
"It's up to the GM to decide whether or not grappling an opponent makes you both start Freefalling. A griffon grappling a pegasus might be grounds for such a ruling, but an airship firing a grappling hook probably wouldn't!"
]
},
{
"type": "entries",
"name": "Bugging Out",
"entries": [
"Sometimes you bite off more than you can chew—we've all been there—but how do you escape a foe that's got you out maneuvered in the air? Turning tail and running isn't so easy when they've zeroed in on you.",
"As an action, you can decide to Bug Out. To do this, announce your intentions, and pray. You now have a giant target on your back, and every bandit in the sky is free to take a potshot at it!",
"When you Bug Out, an enemy may use their reaction to make a Flight check against your passive Flight score, which is 10 + your Flight modifier. On a success, they can make a single spell or weapon attack against you.",
"If you survive the onslaught, you escape, find somewhere to land, and live to fly another day.",
{
"type": "inset",
"name": "Areas of Effect",
"entries": [
"",
"If a fireball spell, dragon's breath weapon, or other area of effect is used during an Aces High encounter, you can use your best judgement regarding which targets it can affect, or the rules for adjudicating areas of effect in the core rulebook, meant to guide GMs using theater-of-the-mind.",
"",
"As a basic guideline, creatures with an altitude difference of 3 or more cannot be included in the same area of effect."
]
}
]
}
]
},
{
"type": "entries",
"name": "Freefall",
"page": 20,
"id": "Freefall",
"entries": [
"The core rules say that creatures take 1d6 bludgeoning damage for every 10 feet they fall, up to a maximum of 20d6 bludgeoning damage.",
"In Aces High, normal rules for falling damage don't apply. You always take 20d6 bludgeoning damage when you hit the ground, because you're usually falling from extreme heights. A combatant flies so fast that touching the ground at all, outside of a controlled landing, is likely to spell disaster. Of course, a GM is free to rule that falling from Low Altitude deals less damage—something like 10d6, or 5d6—but these rulings should be made on instinct to keep the action moving!",
"This damage is applied to your mount or vehicle first if you have one (because they hit the ground first!), and leftover damage is then applied to you and your passengers. The pilot and passengers take the same amount of damage; it is not divided between them.",
"If this seems harsh, consider the following; falling out of the sky is literally the worst case scenario when committing to aerial combat. Also note that this level of lethality becomes much less pronounced for player characters somewhere between levels 8 and 10, or once they have over 70 hit points total, as they're less likely to suffer instant death.",
"Even characters who are basically gods have succumbed to the unyielding wrath of gravity, but that said, those who want a bit of danger at lower levels should embrace it!",
{
"type": "entries",
"name": "How Fast Do Things Fall?",
"entries": [
"Good question! Objects (and creatures!) in the real world hit terminal velocity after about twelve seconds of falling. For our purposes, that's 2 rounds.",
"When in Freefall, decrement your Altitude die once on round one, twice on round two, and then three times every round after that.",
"This gives allies a window to Dive and save you! In order to do this, an ally must have a lower Altitude than you, and then must use an action to make a Flight check and snatch you from the jaws of death. The DC for this check is up to the GM, and could depend on how fast you are falling, how close to the ground you are, and even whether or not you need to be plucked from the deck of a failing airship!",
"A GM could also use the speed at which a creature or vehicle is falling to help determine how much Freefall damage they take if no one is able to rescue them. For example, round one is 5d6, round two is 10d6, and round three and beyond is 20d6!"
]
}
]
},
{
"type": "entries",
"name": "Gut Moves",
"page": 20,
"id": "Gut Moves",
"entries": [
"Gut Moves are like reactions—you can make them whenever you want in response to a trigger, so long as you have some Stunt dice lying around unspent. Gut Moves do not use your Reaction.",
{
"type": "entries",
"name": "On Your Six!",
"entries": [
"When an enemy makes an attack roll against an ally with the same Altitude as you, you can spend a Stunt Die to make an opposed Flight check against them. If you succeed, you can make one attack against them, adding the result to your attack and damage rolls."
]
},
{
"type": "entries",
"name": "Evasive Action!",
"entries": [
"When you take damage, you can spend a Stunt Die and gain that much Altitude immediately, instead of losing Altitude from the damage."
]
},
{
"type": "entries",
"name": "Back to the Taxpayers!",
"entries": [
"When an enemy adjusts their Altitude and passes you on the Altitude scale, you can spend a Stunt Die to make an opposed Flight check against them. If you succeed, you can move with them to corral them, pushing them further than they planned.",
"You can push a target an amount up to the result of your spent Stunt die. When you push them, you move in step with them. Once your push has ended, the rest of their Altitude adjustment continues as normal."
]
},
{
"type": "entries",
"name": "Fangs Out!",
"entries": [
"During your action phase, you can spend a Stunt Die to target an enemy and make an opposed Flight check against them. On a success, make a single attack against them. On a failure, they make a single attack against you, adding the result of your spent Stunt die to their attack and damage rolls."
]
},
{
"type": "entries",
"name": "I Won't Let You Down!",
"entries": [
"When an ally begins their Stunt phase, you can give them one of your unspent Stunt dice."
]
}
]
}
]
},
{
"type": "section",
"name": "Planning an Aces High Encounter",
"page": 21,
"id": "Planning an Aces High Encounter",
"entries": [
"While you can throw an impromptu dogfight at your players (and they might throw an impromptu one at you), thinking ahead can help immensely. It doesn't take much to plan an Aces High encounter—all you really need to think about is the setting.",
"What's Low Altitude like? Are you flying over forest? Ocean? A city? All of these could affect the DC of Low Altitude saving throws. It's much easier to pull up from open plains than it is from a mountain range.",
"Next, think about whether or not there are any extra features of the area that could come into play. In a fantasy game, you might encounter tremendous storms, angry cloud giants, or floating islands! You can represent hazards like these in all sorts of ways—maybe as the fight passes through patches of turbulence, everyone has to roll their Altitude Die at the end of a round, and let it fall where it may."
]
},
{
"type": "section",
"name": "Sample Encounter: Battle over Bleaktop",
"page": 21,
"id": "Sample Encounter: Battle over Bleaktop",
"entries": [
"This sample encounter pits the player characters against a handful of deadly enemies over a foreboding mountaintop. Feel free to change whatever you need to make it fit your game!",
{
"type": "entries",
"name": "Introduction",
"page": 21,
"id": "Introduction 2",
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar3/Ar3-battle-over-bleaktop.png"
},
"title": ""
},
"Our heroes have just discovered evidence of a vast conspiracy—the nobility of Valgoth are secretly a cabal of vampires! The party flees the Valgothic capital with the help of their stalwart ally Tashmitum, a silver dragon.",
"But as our heroes try to escape and warn who they can, they are followed into the Bleaktop Mountains by three of Valgoth's corrupt Wyvern Cavalry! Can they make it through the mountains and across the border in one piece?"
]
},
{
"type": "entries",
"name": "Player Characters",
"page": 21,
"id": "Player Characters",
"entries": [
"This encounter is built for a group of at least four characters of 10th-15th level. Two characters begin the encounter flying on the back of one young silver dragon. Only two Medium-sized characters can comfortably ride the dragon—one is a pilot, the other is a passenger.",
"The other characters can either use their own means of flight, or can begin the encounter mounted on griffons. Tell your players that characters flying solo are more vulnerable, so they should plan accordingly! Which characters have the best chances of surviving a fall, if the worst comes to pass?",
"For every two extra player characters you add to this encounter, add another Wyvern Cavalry rider.",
{
"type": "inset",
"name": "Why Isn't the Dragon Considered a Pilot?",
"entries": [
"",
"It can be if you want! Because the dragon is intelligent, it's capable of flying without input from another creature. However, this means that the GM is in charge of the dragon's decisions. That doesn't give the players as much to do!",
"",
"If your players would prefer that the dragon \"self-pilot\" while the characters riding it both act as passengers, consider offering control of the dragon to a player, in order to avoid an encounter in which the GM controls most of the pilots."
]
}
]
},
{
"type": "entries",
"name": "Enemies",
"page": 22,
"id": "Enemies",
"entries": [
"The three wyverns are each piloted by one vampire spawn. The vampire spawn are vulnerable to sunlight, which will damage them if they fly above the cloud cover, from Altitude 10 and up.",
"Each vampire spawn carries a longsword of life stealing and a wand of lightning bolts. The wands each have 1d6 charges remaining. The spawn have a +6 bonus to attack rolls made with the swords, which deal 7 (1d8 + 3) slashing damage on a hit. Additionally, on a critical hit against a creature that is not a construct or undead, the swords deal an extra 10 necrotic damage, and the vampire spawn gains 10 temporary hit points."
]
},
{
"type": "entries",
"name": "Tactics",
"page": 22,
"id": "Tactics",
"entries": [
"The Wyvern Cavalry hang back and cast the lightning bolt spell at the characters with their wands. They don't have passengers, so they need to fly higher than the party to be effective. If their wands run out of charges, the enemies close in and try to use the wyverns' poison stingers to ground the dragon.",
"The wyvern riders try to stay in close formation with each other, so they can support each other with their melee weapons if players decide to get in close.",
"The characters do have at least one passenger, so the heroes aren't helpless when their Altitude is low. You may want to point out to your players that the character they pick to be the passenger is important, because they have the most freedom to make ranged attacks or cast spells in any direction!",
"Smart players will also note that the silver dragon's breath weapons can be an effective way to hit all the wyverns at once, in an attempt to end the encounter decisively. If the players try this, and it doesn't work the first time, the wyvern cavalry defer to their training, and spread out to make the tactic harder to try again!",
"It's up to the GM whether or not the vampire spawn are smart enough to Bug Out when things turn against them, or if they're supernaturally compelled to fight to the bitter end."
]
},
{
"type": "entries",
"name": "Environment",
"page": 22,
"id": "Environment",
"entries": [
"The mountain peaks are jagged and forbidding. When ending a turn in Low Altitude, combatants must succeed on a DC 15 Flight saving throw to avoid crashing.",
"Dark, low-hanging clouds rumble over the Bleaktop Range. When you upgrade your Altitude die to a d12, you gain half cover against targets at Altitude 6 or below."
]
}
]
},
{
"type": "section",
"name": "In Conclusion",
"page": 22,
"id": "In Conclusion",
"entries": [
"Flight! Vehicles! Action! We hope you enjoy Aces High—now fly brave and have fun!"
]
}
]
},
{
"type": "section",
"name": "A Diamond in the Rough",
"id": "A Diamond in the Rough",
"page": 23,
"entries": [
"A ROLEPLAY AND INTRIGUE ADVENTURE FOR 3RD-LEVEL CHARACTERS",
"by Alison Huang",
"When a noble family hires adventurers to find a thief, the heroes uncover a personal revenge plot. This adventure is optimized for four or five 3rd-level characters.",
{
"type": "entries",
"name": "Background",
"id": "Background",
"entries": [
"The Krystalum family enjoys a life of luxury. Spoilt and entitled, the family members treat others like tools, and pay no regard to those who can't benefit them.",
"The youngest Krystalum, Diana, despises the way her family behaves, and isn't afraid to tell them so. Because of this, the rest of the Krystalums act like she doesn't exist, and when they have to acknowledge her, they treat her like one of the servants. While her family's disregard was once a cause for grief, it's become an advantage, allowing Diana to do what she wants to without attracting the attention of her parents and siblings.",
"Using {@i From Earth}, a book from the family library, Diana summoned a xorn, a type of earth elemental that eats precious metals and jewels. She torments the rest of her family with a series of thefts, while keeping her new friend happy by giving them a source of food. She doesn't intend to physically hurt her family. Instead, she wants to make a ruckus, something that can't be ignored, to attract the attention of people who might be able to help her get away from her family."
]
},
{
"type": "entries",
"name": "Overview",
"id": "Overview",
"entries": [
"The adventure begins when the characters arrive at Krystalum Manor. There, Lord Reuben explains the situation before allowing the characters to speak with the other family members and examine some of the manor's rooms.",
"The characters' investigation leads them to Diana Krystalum, who is so overlooked that the rest of the family didn't even think of mentioning her earlier. It's up to the party to decide whether they help her accomplish her plan, or tell her family the truth.",
{
"type": "inset",
"name": "Authorial Intent",
"entries": [
"I wrote {@i A Diamond In The Rough} with the intent of creating a roleplay-focused adventure that uses an investigation to pace and drive the story. Because of this, I didn't design the mystery to be particularly complex. For me, it's more a question of how long it takes for characters to figure out what all the pieces are, and what they do once they have all the information.",
"But authorial intent is not the be-all and end-all. If you run this adventure, it is as much your story as it is mine. Feel free to build on what I have written and introduce twists and turns as best suits your narrative."
]
}
]
},
{
"type": "entries",
"name": "Adventure Hook",
"id": "Adventure Hook",
"entries": [
"The Krystalum family hires the characters to investigate the thefts of money and jewelry. This might be through a letter of request, a messenger, a friend of the characters, or simply an advertisement on a noticeboard. The payment for the job is 200 gp per character."
]
},
{
"type": "entries",
"name": "Dramatis Personae",
"id": "Dramatis Personae",
"entries": [
"The following NPCs play important roles in the adventure:",
{
"type": "list",
"items": [
"{@b Lord Reuben Krystalum:} The head of the house, a middle-aged human man. He is blunt and straightforward, expecting others to follow his commands without question."
]
},
{
"type": "list",
"items": [
"{@b Lady Marina Krystalum:} Reuben's wife, a middle-aged elf. Though she acts with grace, she unashamedly looks down on adventurers and all people who work for a living."
]
},
{
"type": "list",
"items": [
"{@b Lady Amy Krystalum:} The eldest Krystalum child, a half-elf in her early twenties. She is assertive, demanding and quick to make threats."
]
},
{
"type": "list",
"items": [
"{@b Lord Emerson Krystalum:} The middle Krystalum child, a half-elf in his early twenties. He acts with a lot of bravado but is really a coward."
]
},
{
"type": "list",
"items": [
"{@b Lady Diana Krystalum:} The youngest Krystalum child, a half-elf in her late teens, and the culprit behind the apparent thefts. She wants to get out of her situation at all costs."
]
},
{
"type": "list",
"items": [
"{@b Karat:} The xorn summoned by Diana who has been eating all the missing jewelry. Fiercely protective of Diana."
]
},
{
"type": "list",
"items": [
"{@b Micah:} The head servant. He is polite and kind-hearted, especially with Diana."
]
}
]
},
{
"type": "entries",
"name": "Manor Map",
"id": "Manor Map",
"entries": [
"Whenever the adventure references an encounter area, refer to the Manor Map.",
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar3/Ar3-manor-map.png"
},
"title": ""
}
]
},
{
"type": "section",
"name": "Part 1: Crown Jewel",
"id": "Part 1: Crown Jewel",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"The Krystalum Manor stands proudly before you. Its three floors reach towards the sky, sunlight glistening on the polished stone walls. The building is framed by verdant hedges that bar entry into the gardens around it."
]
},
"When the characters approach the manor, Micah (neutral good half-elf commoner, he/him), a butler in a dark grey suit, greets the characters. After confirming that they're here for the job, he briskly leads them to Lord Reuben's study (area 7) on the middle floor, then excuses himself.",
{
"type": "entries",
"name": "Reuben's Study",
"id": "Reuben's Study",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"A human man with a bushy red beard sits behind a large redwood desk, which dominates the luxurious room. Once he sees you, he stands up, and gestures to the seats in front of his desk, inviting you to sit."
]
},
"Lord Reuben Krystalum (lawful evil human noble, he/him) only sits down and begins talking once the characters have complied with his silent order.",
{
"type": "entries",
"name": "Roleplaying Lord Reuben",
"entries": [
"Reuben is a gruff man who expects people to know what he wants, even if he doesn't explicitly spell out his desires.",
"As someone who expects to always get his way, he doesn't like to make compromises. Moreover, he hates small talk and lengthy conversations with those he deems below his station. If the characters ask too many questions, he becomes irritated and accuses them of not being up to the task."
]
},
{
"type": "entries",
"name": "What Reuben Knows",
"entries": [
"Lord Reuben provides the following information about the thefts:",
{
"type": "list",
"items": [
"For the past week, there have been a series of thefts in Krystalum Manor.",
"Money and jewelry were stolen from him, his wife Marina, his daughter Amy, and his son Emerson.",
"Amy was stolen from a week ago, Emerson was stolen from four days ago, and he and Marina were stolen from two days ago. The details of each theft are described in part 2."
]
},
{
"type": "list",
"items": [
"A ruby ring that Reuben is particularly fond of was taken."
]
},
"If asked if he has any other children, he repeats impatiently that Amy and Emerson were stolen from. Reuben doesn't like to think about Diana, barely considering her his daughter, and believes that bringing her up would be a waste of his time. None of the servants have been stolen from, but he's surprised if the characters ask about that, since he assumes no servant would own anything worth stealing."
]
},
{
"type": "entries",
"name": "Terms of Service",
"entries": [
"Lord Reuben also explains where the characters are allowed to investigate:",
{
"type": "list",
"items": [
"The characters are allowed in Reuben's study as long as he's present, and, as long as each respective occupant permits it and is present, in the bedrooms.",
"The characters must ask Marina for entry into the master bedroom (area 12).",
"They are also allowed to enter the gardens (area 2), library (area 13), conservatory (area 1), and parlor (area 11).",
"Amy is in her bedroom (area 8). Emerson is in the guest bedroom (area 9). Marina is in the parlor (area 11).",
"The butler will escort them throughout the house and grounds. Breaking these rules results in an immediate dismissal."
]
},
"In addition, he reminds the adventurers that they have been hired as investigators, and they don't need to worry about dealing with the culprit: he intends on punishing the thief himself. A successful DC 12 Wisdom (Insight) check reveals that he relishes the idea of inflicting violence on the unlucky thief."
]
}
]
},
{
"type": "entries",
"name": "Development",
"id": "Development",
"entries": [
"After the characters talk with Reuben and leave the study, proceed to chapter 2."
]
}
]
},
{
"type": "section",
"name": "Part 2: All That Glitters",
"id": "Part 2: All That Glitters",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Once you are back in the hallway, the butler that escorted you inside reappears and bows. \"Allow me to introduce myself. I am Micah, your chaperone for the day.\""
]
},
{
"type": "entries",
"name": "Micah",
"id": "Micah",
"entries": [
"Micah is happy to escort the characters to any of the areas that Reuben gave them permission to explore.",
{
"type": "entries",
"name": "Roleplaying Micah",
"entries": [
"Micah is polite and cordial. He tries to fulfill the characters'",
"requests as long as Reuben's orders allow him (see \"Terms of Service,\" above). Micah is one of the few people in the estate who cares about Diana; if he weren't concerned about Diana's safety, he would have left the manor long ago. He doesn't like the rest of the Krystalum family and he's certainly not paid enough to deal with them.",
"Micah becomes easily flustered if the characters hint at breaking Reuben's rules, and tries to discourage them as much as possible. He threatens to call the guards if he is seriously worried about the possibility of them disobeying the rules, and has no trouble making good on that promise if the characters test him.",
"If Diana is suspected before evidence of her involvement is uncovered, Micah also becomes quite nervous, even to the point he might seem like he's actually the culprit. He keeps diverting the characters' investigation by suggesting they seek out other people to interview or crime scenes to investigate."
]
},
{
"type": "entries",
"name": "What Micah Knows",
"entries": [
"If questioned, Micah claims he doesn't have any additional information. A successful DC 15 Wisdom (Insight)",
"check reveals that he knows more than he's letting on.",
"Micah suspects Diana is involved, but isn't sure how.",
"Unless characters have already uncovered evidence of Diana's existence, Micah refuses to tell them about her no matter how hard they try to intimidate or persuade him.",
"If he feels particularly threatened or he is affected by the zone of truth spell he calls for the guards."
]
},
{
"type": "entries",
"name": "The Butler Did It?",
"entries": [
"Given his role as butler and chaperone, Micah is a natural suspect. The characters may question him on matters not directly related to the thefts.",
"If the characters ask such questions, Micah deflects by saying that he isn't important or relevant, and that he is merely the butler. A successful DC 10 Wisdom (Insight)",
"check reveals that he certainly believes he is insignificant, but it's difficult to discern whether that means he actually is.",
"If he is asked about his opinion about the Krystalums, Micah says that they are a pleasure to work for. A successful DC 12 Wisdom (Insight) check reveals this to be a lie. He can be convinced to admit how he really feels with a successful DC 15 Charisma (Persuasion) check. Micah knows he is treated with disdain and should be paid more to put up with their attitude, but his priority is to protect Diana, from outsiders and from her own family.",
"Though Micah did not steal any of the jewelry, the thefts have certainly made him realise that crime does pay. If asked whether he would steal to supplement the fact that he is underpaid, he hesitates before stating he would not.",
"If you want to cast suspicions onto Micah, you may also choose one of the following options, or come up with your own, at your discretion:",
"notices Micah slip out of the current room.",
"He is down the hallway talking with a servant (commoner)",
"in hushed tones. A successful DC 18 Wisdom (Perception) check reveals that the servant is meant to ask Reuben what he wants for the next meal, but is too scared to.",
"check reveals that this is because he doesn't like them.",
{
"type": "list",
"items": [
"A character that fails a Wisdom (Perception) check to find clues instead notices that Micah quickly put something in his pocket. A successful DC 18 Wisdom (Perception) check reveals that it is a pocket watch.",
"The character with the highest passive Wisdom (Perception)",
"While in the presence of any of the Krystalums besides Diana, the character with the highest passive Wisdom (Insight) score notices that Micah has tensed up. A successful DC 15 Wisdom (Insight)"
]
}
]
}
]
},
{
"type": "entries",
"name": "Moving From Area To Area",
"id": "Moving From Area To Area",
"entries": [
"While moving around the manor, the characters might glimpse clues or meet people that cause their suspicions to be cast elsewhere. At your discretion, you can choose one of the following options, or come up with your own, when the characters move to a new location:",
"score of 15 or higher get the feeling that they're being watched.",
{
"type": "list",
"items": [
"Characters with a passive Wisdom (Perception)",
"The first character to turn a corner notices some movement down the hallway. At your discretion, this is either the xorn, who quickly uses Earth Glide to get away, or a servant (a commoner).",
"The character with the lowest passive Wisdom (Perception) score steps on some pieces of rock. A successful DC 15 Intelligence (Arcana) check reveals that the pieces are from the Elemental Plane of Earth.",
"One of the guards (a knight) walks past the characters and insists on accompanying them to their next room.",
"A servant (commoner) carrying bedsheets rounds a corner. A random character must succeed on a DC 12 Dexterity saving throw or be knocked prone as the servant collides with them."
]
}
]
},
{
"type": "entries",
"name": "Screw the Rules",
"id": "Screw the Rules",
"entries": [
"Whether they just want to disobey Lord Reuben's orders, they don't want to interact with the Krystalums, or they've figured out that the rooms they're allowed in don't contain the whole story, the characters can defy the \"Terms of Service\" explained in part 1. Their major hurdle is that Micah, who is always accompanying them, refuses to break those rules.",
"There are many ways to deal with Micah, including the following options:",
"Charisma (Intimidation or Persuasion) check. This check is made with advantage if the characters know about Diana already and explain that they want to help or protect her.",
{
"type": "list",
"items": [
"A character can create a diversion to distract Micah with a successful DC 12 Charisma (Deception or Performance) check. While he's preoccupied, other characters can knock Micah unconscious or sneak into the forbidden rooms.",
"Micah can be pressured or convinced into letting them enter other areas with a successful DC 15"
]
},
"Unless persuaded or prevented from doing so, Micah tells the guards or Lord Reuben if the characters disobey the rules. If this occurs, the characters are immediately dismissed and escorted from the manor by guards (see the \"General Features\" sidebar).",
{
"type": "inset",
"name": "General Features",
"entries": [
"Krystalum Manor is decorated with exquisite—and, more importantly, expensive—taste that prioritizes fashion over comfort. It has the following general features.",
"{@i Ceilings.} All of the rooms and hallways in the manor have 10-foot-high ceilings.",
"{@i Light.} The interior rooms are brightly lit by ornate wall lamps, as well as light coming through the windows during the day.",
"{@i Guards.} Three knights, one on each floor, patrol the manor's hallways, and tell Lord Reuben if the characters defy his orders."
]
}
]
},
{
"type": "entries",
"name": "Bottom Floor",
"id": "Bottom Floor",
"entries": [
"The bottom floor contains the conservatory, dining hall, and kitchen, as well as an entrance to the gardens through the conservatory.",
{
"type": "entries",
"name": "1. Conservatory",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Unlike the rest of the manor, the conservatory's walls and ceiling are glass. Leafy plants adorn its interior. At the center of the room, white wooden chairs surround a matching table. Large glass doors separate open into the gardens."
]
},
"Diana obtained clay soil from the conservatory, a necessary component in the ritual that summoned the xorn.",
{
"type": "entries",
"name": "Clues",
"entries": [
"A character who succeeds on a DC 12 Intelligence (Investigation) or Wisdom (Perception) check finds that chunks of soil around some of the plants are missing. (No check is needed if a character specifically inspects the plants.) A successful DC 14 Intelligence (Nature) check reveals that the soil removed from the plant beds is clay soil."
]
}
]
},
{
"type": "entries",
"name": "2. Gardens",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"The spacious gardens surrounding the manor are filled with a variety of flowering plants and bushes. Neatly trimmed hedges separate it from the outside world."
]
},
"There aren't any direct clues in the garden—there are no strange footprints or signs that someone climbed over the hedge wall. However these facts themselves are clues, since it means the thief may not have entered from outside.",
{
"name": "Clues",
"type": "entries",
"entries": [
"This area contains the following clues:",
{
"type": "list",
"items": [
"A character who succeeds on a DC 12 Wisdom (Survival) or Intelligence (Investigation or Nature) check finds a notable lack of footprints or any other traces in the gardens.",
"A character who is proficient with thieves' tools or who succeeds on a DC 12 Intelligence (Investigation) check finds that none of the manor's windows were tampered with from the outside. (The characters can also determine this by examining the windows from the inside.)"
]
}
]
}
]
},
{
"type": "entries",
"name": "3. Dining Hall",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"A long dining table surrounded by a dozen ornate chairs dominates this large room. Though the table is not set, lit candelabras illuminate it. The walls are decorated with framed portraits."
]
},
"The dining hall itself is not directly tied to the mystery, though it is able to offer some insight on the truth.",
{
"name": "Clues",
"type": "entries",
"entries": [
"Alongside the rest of her family, there is a portrait of Diana with her name on a plaque. She is a half-elf with long white hair, younger than the other Krystalum siblings, probably in her mid-teens at the time the portrait was painted."
]
}
]
},
{
"type": "entries",
"name": "4. Servants' Quarters",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Unlike the rest of the manor, this room is very simple and plain. It's filled with cots, each with a trunk at its foot."
]
},
"The servants' quarters don't have any clues about the thefts."
]
},
{
"type": "entries",
"name": "5. Kitchen",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"The smell of food greets you as you enter this bustling kitchen. Servants hurry around the room, preparing a meal. Focused on their tasks, they ignore you."
]
},
"If the servants are alerted to the presence of the characters, they're confused about who the characters are and why they're there. They answer questions politely, but they don't have any information about the thefts.",
{
"name": "Clues",
"type": "entries",
"entries": [
"If the servants are asked about Diana, a successful DC 15 Charisma (Persuasion) check convinces them to explain that Diana's family neglects her. If asked where her room is, the servants point to area 6."
]
}
]
},
{
"type": "entries",
"name": "6. Diana's Bedroom",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"The next door down the hallway is nondescript. No visuals or sounds that denote its room's purpose, except for a few pieces of rock scattered in front of it."
]
},
"The pieces of rock match the other pieces present in the manor. A successful DC 15 Intelligence (Arcana) check reveals that the pieces are from the Elemental Plane of Earth.",
"The interior of Diana's bedroom is described in part 3."
]
}
]
},
{
"type": "entries",
"name": "Middle Floor",
"id": "Middle Floor",
"entries": [
"Bedrooms, Reuben's study, and the parlor make up the middle floor.",
{
"type": "entries",
"name": "7. Study",
"entries": [
"This location is described in part 1 and holds no further clues to the mystery."
]
},
{
"type": "entries",
"name": "8. Amy's Bedroom",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Micah sharply knocks on the bedroom door, announcing your presence. Moments later, a young adult half-elf with purple hair opens the door. She grips a rapier in her hand. \"Well? Come in,\" she demands."
]
},
"Lady Amy Krystalum (lawful neutral half-elf noble, she/her) allows the characters to search her room, but watches their movements intently.",
"Seven days ago, Amy's bedroom was ransacked. This was the first theft, and afterwards the bedroom was tidied up so that Amy can go about her day normally. However, Amy directs the characters to a jewelry box on her desk that has not been moved since the theft.",
{
"type": "entries",
"name": "Clues",
"entries": [
"This area contains the following clues:",
{
"type": "list",
"items": [
"A now-empty jewelry box sitting on top of a desk is ripped in half. A successful DC 12 Intelligence (Investigation) check reveals that it was opened by something with claws. A character who succeeds on the check by 5 or more also finds grains of rock around the box.",
"A character who is proficient with thieves' tools or who makes a successful DC 12 Intelligence (Investigation) check notices that Amy's window hasn't been tampered with from the inside. No check is needed if the characters already noticed this fact about other windows."
]
}
]
},
{
"type": "entries",
"name": "Roleplaying Lady Amy",
"entries": [
"Amy is haughty, bold, and blunt. Unlike her parents, she has no issue giving adventurers all the information they need, demanding that they solve this problem at once. She's quick to anger; if she feels disrespected, she threatens the characters with her rapier.",
"Amy's usual strident personality is amplified by her frustrations over the situation. She secretly feels guilty that she wasn't able to stop the thefts herself."
]
},
{
"type": "entries",
"name": "What Amy Knows",
"entries": [
"Amy provides the following information about the thefts:",
{
"type": "list",
"items": [
"Amy was in the gardens (area 2) when it happened.",
"Ever since the theft, she's stayed in her room in case it happens again.",
"A pair of amethyst earrings were stolen from her jewelry box."
]
}
]
}
]
},
{
"type": "entries",
"name": "9. Guest Bedroom",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"With a knock on the door, Micah announces that you wish to talk to Lord Emerson. After a pause, the door is flung open with a flourish by a young adult half-elf with green hair. \"Adventurers! I'm charmed to make your acquaintances,\" he says dramatically. \"Please, come in!\""
]
},
"Lord Emerson Krystalum (lawful neutral, half-elf noble, he/him) gladly lets the adventurers into the room.",
{
"type": "insetReadaloud",
"entries": [
"The guest room is sparsely decorated. Its walls are white, and its furniture is well crafted but simple in design."
]
},
"The guest room itself isn't relevant to the mystery. However, it used to be Diana's before she moved downstairs, since she likes interacting with the servants more than with her own family.",
{
"type": "entries",
"name": "Roleplaying Lord Emerson",
"entries": [
"Emerson is a smug and vain man who considers himself smart. He is happy to talk to the characters, but a successful DC 12 Wisdom (Insight) check reveals that he'd rather talk about himself than the thefts to conceal the fact that he doesn't know much about the situation. If he's accused of being scared, his arrogant attitude quickly falls away to reveal a coward."
]
},
{
"type": "entries",
"name": "What Emerson Knows",
"entries": [
"Emerson provides the following information about the thefts:",
{
"type": "list",
"items": [
"He was in the library (area 13) at the time.",
"When he returned to his room, it was a mess. He immediately moved to this guest room, where he has been staying ever since.",
"He didn't actually check to see if anything was missing."
]
}
]
}
]
},
{
"type": "entries",
"name": "10. Emerson's Bedroom",
"entries": [
"If Lord Emerson is brought here from the guest bedroom (area 6), he opens the door slowly.",
{
"type": "insetReadaloud",
"entries": [
"Emerson's bedroom is a complete mess. The bed is askew. The desk is on its side. A chair is in splinters."
]
},
"Four days ago, Emerson's bedroom was broken into during the afternoon, and the scene has not been disturbed since.",
{
"type": "entries",
"name": "Clues",
"entries": [
{
"type": "list",
"items": [
"It's readily apparent that pushing over the heavy desk would have required a great deal of strength, and that the splintered chair was broken with considerable force.",
"A character who succeeds on a DC 12 Wisdom (Perception) or Intelligence (Investigation) check reveals finds small pieces of gravel scattered about the room. With a successful DC 15 Intelligence (Arcana)",
"The desk has some light scratches. A successful DC 12 Intelligence (Investigation or Nature) check reveals that the marks were made by a creature with three claws. If the characters know this information and also know that the pieces of rock came from the Elemental Plane of Earth, a successful DC 15",
"A character who succeeds on a DC 12 Wisdom (Perception) or Intelligence (Investigation) check finds an empty jewelry box under the bed. The box broke open when the desk fell. Emerson can confirm it once housed his favorite emerald cufflinks. Their absence from the box indicates to him that they were stolen.",
"A character who is proficient with thieves' tools or who makes a successful DC 12 Inteligence (Investigation) check notices that Emerson's window hasn't been tampered with from the inside."
]
}
]
}
]
},
{
"type": "entries",
"name": "11. Parlor",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Compared to the rest of the manor, the parlor is modestly decorated. Sunlight filters in through wispy curtains onto a carved mahogany table and several matching chairs.",
"An elf with icy blue hair sits at the table. She's calmly eating grapes while reading a book. Looking up as you enter the room, she snaps the book shut. \"Ah, you must be the adventurers,\" she comments cooly."
]
},
{
"type": "entries",
"name": "Roleplaying Lady Marina",
"entries": [
"Lady Marina Krystalum (lawful evil elf noble, she/her) is cold and judgmental, which she doesn't bother to hide. Though she holds great disdain for adventurers and other people who work for a living, she's more forthright with information than her husband, as long as the characters treat her with respect.",
"Though Marina would hate to admit it, she is also scared, and fears that the next time someone breaks in, she'll be attacked."
]
},
{
"type": "entries",
"name": "What Marina Knows",
"page": 0,
"entries": [
{
"type": "list",
"items": [
"After the thief stole from Amy and Emerson, Reuben and Marina stationed a guard outside their bedroom at all times.",
"Two nights ago, while trancing, Marina noticed a strange shadow through the bed's curtains.",
"By the time Marina she got out of bed, the thief already vanished with the stolen items.",
"The thief took Marina's favorite aquamarine necklace and Reuben's ruby ring."
]
}
]
}
]
}
]
},
{
"type": "entries",
"name": "Top Floor",
"id": "Top Floor",
"entries": [
"The master bedroom and the library are on the top floor.",
{
"type": "entries",
"name": "12. Master Bedroom",
"entries": [
"There is a guard present outside this room, as directed by Lord and Lady Krystalum. If Lady Marina is brought here from the parlor (area 8), she cautiously opens the door, only relaxing once it is clear no one is inside.",
{
"type": "insetReadaloud",
"entries": [
"The master bedroom certainly lives up to its status. A four poster bed dominates the space, while a set of wardrobes and a vanity are flush against the walls. A plush red and blue rug covers the stone floor."
]
},
"Two days ago, the thief stole from this area during the night. Lord Reuben and Lady Marina never left the room unsupervised. Because of this complication in Diana's plan, this theft was a stealthier one that didn't leave any mess.",
{
"type": "entries",
"name": "Clues",
"page": 0,
"entries": [
"This area contains the following clues:",
{
"type": "list",
"items": [
"Lady Marina explains that the jewellery boxes containing the aquamarine necklace and ruby ring were on the vanity when they were taken.",
"Marina recalls that the thief's footsteps folded the edge of the rug near the vanity. Small pieces of rock can be found under this rug. A character who succeeds on a DC 15 Intelligence (Arcana) check can tell that the pieces are from the Elemental Plane of Earth. (No check is needed if the characters have already determined this fact about other bits of rock they've found.)",
"A character who is proficient with thieves' tools or who makes a successful DC 12 Intelligence (Investigation) check notices that Reuben and Marina's window hasn't been tampered with from the inside. No check is needed if the characters already noticed this fact about other windows."
]
}
]
}
]
},
{
"type": "entries",
"name": "13. Library",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Bookshelves upon bookshelves filled with tomes line the walls of this room. Comfortable chairs surround a small table in the center of the floor."
]
},
"Though the library isn't relevant to thefts themselves, Diana would never have been able to learn how to summon the xorn without a book from the library.",
{
"type": "entries",
"name": "Clues",
"page": 0,
"entries": [
"This area contains the following clues:",
{
"type": "list",
"items": [
"Diana learned how to summon the xorn using a book titled {@i From Earth}. A character who examines the bookshelves and succeeds on a DC 15 Intelligence (Investigation) check can tell that the book isn't in the right section of the library. This check is made with advantage if the characters already suspect an elemental is involved.",
"{@i From Earth} details a xorn summoning ritual that requires clay soil and 1000 gp worth of precious gemstones. The ritual is identical to the conjure elemental spell, except the casting time is 2 hours, it doesn't require concentration, the duration is permanent, and the elemental takes its own actions instead of obeying commands. The xorn becomes hostile toward the caster if mistreated or disrespected. This ritual can only be cast once a year.",
"The book explains that xorns eat metals and jewels, and that they are capable of reasoning and not malicious."
]
}
]
}
]
}
]
},
{
"type": "entries",
"name": "Development",
"id": "Development 2",
"entries": [
"Once the characters head towards Diana's room, proceed to chapter 3."
]
}
]
},
{
"type": "section",
"name": "Part 3: Crystal Clear",
"id": "Part 3: Crystal Clear",
"entries": [
"Once the characters have gathered clues and pieced together the mystery, they must confront Diana and the xorn.",
{
"type": "entries",
"name": "Diana's Bedroom",
"id": "Diana's Bedroom",
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar3/Ar3-diana.png"
},
"title": ""
},
{
"type": "insetReadaloud",
"entries": [
"A young adult half-elf with white hair looks at you from the back of a room that is more of a refurbished storage room than a place to sleep. \"Uh, hello? What are you doing in my bedroom?\" she demands."
]
},
{
"type": "entries",
"name": "Roleplaying Lady Diana",
"entries": [
"Lady Diana Krystalum (neutral good half-elf noble, she/her) has been shaped by how her family treats her. She is angry, determined, and cautious, but ultimately these traits are self-defense mechanisms, for she is also scared and vulnerable.",
"Diana wants help getting out of her situation, but she knows that trusting the wrong people will get her hurt and cause more trouble with her family. Her experiences have taught her to expect the worst of people unless she has a reason to think otherwise."
]
},
{
"type": "entries",
"name": "Questioning Lady Diana",
"entries": [
"If the characters ask Diana questions, her annoyance is clear. She repeatedly insists that they should get out of her room, and only answers the two following questions, trying to get them to leave:",
"If asked who she is, Diana simply replies she is no one important. Though perhaps not the answer the adventurers are looking for, this is how she honestly feels.",
"If asked if she's had any jewelry stolen, Diana scoffs and says no, asking whether it looks like she has any possessions worth taking.",
"Otherwise, Diana bluntly claims that she doesn't know what they're talking about. A successful DC 15 Wisdom (Insight) check reveals that she's lying. If she is called out on the lie, she refuses to tell the characters how she is involved.",
"If the characters found Diana's room without enough evidence to prove that she's behind the thefts, they can always leave and return later with proof."
]
},
{
"type": "entries",
"name": "Confronting Lady Diana",
"entries": [
"If the adventurers have figured out Diana is responsible and confront her with proof, the xorn emerges from the floor.",
{
"type": "insetReadaloud",
"entries": [
"Before you can say anything else, a creature made out of rock with three legs, three arms, a single eye, and a gaping maw rises from the ground in front of Diana."
]
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar3/Ar3-karat.png"
},
"title": ""
},
"Diana plans to test the characters. She hopes they can help her out of her situation, but first wants to know if they are people who try talking even in the face of danger, or if they attack perceived threats without question."
]
},
{
"type": "entries",
"name": "Roleplaying the Xorn",
"entries": [
"The {@creature xorn} (who can speak and understand Common and Terran and has given Diana permission to call it Karat) likes Diana, partially because it sympathizes with her plight, and also because of how many jewels she feeds the elemental.",
"Xorns can be reasoned with. Coins, metal weapons, and gemstones, can be offered to show no harm is meant. A character who does so gains advantage on any Charisma checks made to interact positively with Diana and Karat."
]
},
{
"type": "entries",
"name": "Talking with Diana and the Xorn",
"entries": [
"Diana reacts coldly and defensively if the characters accuse her of theft and aren't willing to hear her side of the story. She orders the xorn to attack unless the characters back down.",
"Characters who talk to Diana with kindness and understanding and succeed on a DC 15 Charisma (Persuasion) check convince Diana to tell her side of the story, as described in \"Background\" at the beginning of this adventure. On a failure, the DC for this check is lowered to 12. If the second check fails, Diana becomes frustrated and commands the xorn to attack.",
"Characters have advantage on this check if they appeal to Diana's hatred of her family by commiserating with her about her mistreatment.",
"If the characters aren't sympathetic to Diana's situation and want to tell Lord Reuben what she's done, she commands the xorn to attack."
]
},
{
"type": "entries",
"name": "Fighting Diana and the Xorn",
"entries": [
"The xorn attacks only if provoked or commanded by Diana.",
"Though she summoned the xorn, Diana doesn't have enough experience to use magic in combat. She only acts in self defense.",
"The xorn focuses on defending Diana, and prioritizes attacking anyone who gets close to her. However, the elemental doesn't have a death wish. The xorn focuses on foes who deal a lot of damage, using its Earth Glide ability to appear right next to the target.",
"Diana surrenders if the xorn is killed, breaking down in tears. If asked what happened to the stolen jewelry, she confesses that the xorn ate them and that they are long gone."
]
}
]
},
{
"type": "entries",
"name": "Development",
"id": "Development 3",
"entries": [
"If the characters want to help Diana, proceed to conclusion A. If the adventurers plan on telling her father the truth, proceed to conclusion B."
]
}
]
},
{
"type": "section",
"name": "Conclusion A",
"id": "Conclusion A",
"entries": [
"Diana can leave Krystalum Manor without interference at any time—after all, her family pretends that she doesn't exist. However, she has no idea how to navigate everyday life or go about making her own way in the world, so she needs someone to accompany her and her xorn friend.",
"Diana is happy to leave with the characters or with Micah—either way, Micah quits his job when she leaves—but she worries that if she asks Micah to come with her, her family will find and punish him.",
"To help Diana as much as possible, the characters may wish to deal with Lord Reuben before leaving. Below are two possible options.",
{
"type": "entries",
"name": "Playing Dirty",
"id": "Playing Dirty",
"entries": [
"Characters who want to avoid direct confrontation, or still want Lord Reuben's reward, can choose to forge or tamper evidence to create a new narrative. The xorn is happy to help with this.",
"Convincing Lord Reuben to believe the story requires a successful DC 20 Charisma (Deception) check. This check is made with a +1 bonus for each piece of forged or tampered evidence the characters produce.",
"On a success, Lord Reuben also gives the characters their promised 200 gp each and promptly dismisses them.",
"On a failure, he is suspicious of the characters but is still willing to listen to them. The Charisma (Deception) check can be repeated, but if the check fails a second time, Lord Reuben recognises that he is being deceived and calls the guards (see \"Stand Your Ground\")."
]
},
{
"type": "entries",
"name": "Stand Your Ground",
"id": "Stand Your Ground",
"entries": [
"Characters can choose to return to Lord Reuben's study to confront him about the daughter he failed to mention. Outraged, Lord Reuben calls on the knight patrolling the middle floor to escort the characters out.",
"If the characters fight, the xorn appears out of the ground to help them. The knights patrolling the top floor and bottom floor arrive on the second and third rounds of combat respectively.",
"Lord Reuben surrenders if the knights are all knocked unconscious. He gives the promised payment to the characters with a successful DC 10 Charisma (intimidation) check."
]
},
{
"type": "entries",
"name": "Diamond in the Rough",
"id": "Diamond in the Rough",
"entries": [
"If the characters help her, Diana gives them a diamond worth 100 gp as thanks."
]
}
]
},
{
"type": "section",
"name": "Conclusion B",
"id": "Conclusion B",
"entries": [
"Lord Reuben listens intently, concealing any emotions behind cold professionalism, to what the characters tell him. At first, Lord Reuben doesn't believe Diana has the courage to pull off so many robberies and laughs if the adventurers present this theory without evidence. If the characters present proof that Diana was behind the thefts, he briskly gives them their promised 200 gp each and dismisses them without thanks or indication of how he intends to punish Diana.",
"A visibly distressed Micah leads the adventurers out of the manor. He clearly wants to protest the situation but won't stand up for the characters unless they also object. Lord Reuben calls the guards if the adventurers outstay their welcome or change their mind on siding with him (see \"Stand Your Ground\")."
]
},
{
"type": "section",
"name": "Experience Point Awards",
"id": "Experience Point Awards",
"entries": [
"Regardless of how the adventure ends, the characters each gain 1000 XP in addition to any XP gained from combat encounters. If they managed to avoid combat for the entirety of the adventure, the characters each gain an additional 500 XP."
]
},
{
"type": "section",
"name": "Appendix: Xorn Allies",
"id": "Appendix: Xorn Allies",
"entries": [
"Either because they befriended Karat or because they summoned a xorn of their own, characters have the potential to gain a xorn ally from this adventure.",
{
"type": "entries",
"name": "Loyalty",
"id": "Loyalty",
"entries": [
"Xorns summoned using From Earth take their own actions instead of obeying commands. However, if they are treated as equals, not used as mere tools, and well-fed, they listen to suggestions from their allies.",
"Karat, the xorn summoned by Diana, is loyal to her and follows her orders out of trust and respect. Characters can also suggest certain actions to Karat, but Diana's wishes supersede suggestions from anyone else.",
"Xorns become hostile if mistreated or disrespected."
]
},
{
"type": "entries",
"name": "Upkeep",
"id": "Upkeep",
"entries": [
"Xorns are incredibly powerful for the level range this adventure is designed for. However, their upkeep is not cheap. Each week, a xorn must consume gemstones and precious metals worth a total of at least 200 gp, or it gains a level of exhaustion. Consuming an additional 200 gp worth of gemstones or precious metals reduces the xorn's exhaustion level by 1."
]
},
{
"type": "entries",
"name": "Desires",
"id": "Desires",
"entries": [
"The Elemental Plane of Earth is brimming with more metals and jewels than xorns could ever eat in their lifetimes. Because of this, a xorn gains a strong motivation to stay on the Material Plane, such as Karat's desire to protect Diana, it wants to return to its home plane."
]
}
]
}
]
},
{
"type": "section",
"name": "Back Matter",
"id": "Back Matter",
"entries": [
{
"type": "section",
"name": "About the Authors",
"id": "About the Authors",
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar3/Ar3-justice-arman.png"
},
"title": ""
},
"Justice Arman is an Iranian American writer based in central Texas. In addition to penning best-selling DMs Guild supplements such as Devil's Advocate: A Guide to Infernal Contracts, Justice is a full-time goblin—yes, that's a real title—at Beadle & Grimm's Pandemonium Warehouse, where he works on dope boxed sets like the Legendary Edition of Curse of Strahd. You can find him on Twitter (@justicearman) or at www.justicearman.com.",
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar3/Ar3-celeste-conowitch.png"
},
"title": ""
},
"Celeste Conowitch is a game designer based out of the Pacific Northwest. When not producing and GMing her actual play podcast Venture Maidens, you can catch her see her championing femme lead shows as co-founder of the Penwitch Studio podcast network. She works as a full-time designer at 2C Gaming and has freelanced with companies like Wizards of the Coast, Kobold Press, and Jetpack 7. To keep up with Celeste, follow her on Twitter @cconowitch.",
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar3/Ar3-sam-mannell.png"
},
"title": ""
},
"Sam Mannell is a writer and designer based in Tāmaki Makaurau, Aotearoa, a distant place known to some as Auckland, New Zealand. When not running or playing games, Sam is writing, making coffee, drinking club mate, or eating Thai food. He aspires to publish books, and if many of them happen to be roleplaying games, so be it.",
"You can find more of Sam's work in MCDM's upcoming Kingdoms & Warfare, and you can be made aware of his location and movements by keeping an eye on crypticparlour.com, or following him on Twitter @crypticparlour.",
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar3/Ar3-alison-huang.png"
},
"title": ""
},
"Alison Huang is a two time ENnie winning Australian writer and artist best known for her contributions to the Uncaged Anthology and the RPG Writer Workshop. When she isn't creating content for fifth edition, she creates narrative-heavy games, which can be found at drazillion.itch.io. Her Twitter handle is @Drazillion."
]
},
{
"type": "section",
"name": "Resources",
"id": "Resources",
"entries": [
"A diamond in the rough maps:",
"https://files.mcdmproductions.com/Arcadia202103/StoneManor-28x26-vtt-floor3-70PxSq.jpg",
"https://files.mcdmproductions.com/Arcadia202103/StoneManor-28x26-vtt-floor3-grid-70PxSq.jpg",
"https://files.mcdmproductions.com/Arcadia202103/StoneManor-28x32-vtt-floor2-70PxSq.jpg",
"https://files.mcdmproductions.com/Arcadia202103/StoneManor-28x32-vtt-floor2-grid-70PxSq.jpg",
"https://files.mcdmproductions.com/Arcadia202103/StoneManor-48x60-vtt-floor1-70PxSq.jpg",
"https://files.mcdmproductions.com/Arcadia202103/StoneManor-48x60-vtt-floor1-grid-70PxSq.jpg"
]
},
{
"type": "section",
"name": "Legal",
"id": "Legal",
"entries": [
"OPEN GAME LICENSE Version 1.0a",
"The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc (\"Wizards\"). All Rights Reserved.",
"1. Definitions: (a)\"Contributors\" means the copyright and/or trademark owners who have contributed Open Game Content; (b)\"Derivative Material\" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) \"Distribute\" means to reproduce, License, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)\"Open Game Content\" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity.",
"(e) \"Product Identity\" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters;",
"stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, Spells, enchantments, personalities, teams, personas, likenesses and Special abilities;",
"places, locations, environments, creatures, Equipment, magical or supernatural Abilities or Effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the OPEN Game Content; (f) \"Trademark\" means the logos, names, mark, sign, motto, designs that are used by a Contributor to Identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) \"Use\", \"Used\" or \"Using\"",
"means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) \"You\"",
"or \"Your\" means the licensee in terms of this agreement.",
"2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or Conditions may be applied to any Open Game Content distributed using this License.",
"3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.",
"4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive License with the exact terms of this License to Use, the Open Game Content.",
"5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original Creation and/or You have sufficient rights to grant the rights conveyed by this License.",
"6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.",
"7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a Challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.",
"8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.",
"9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.",
"10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.",
"11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.",
"12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.",
"13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.",
"14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.",
"15. COPYRIGHT NOTICE",
"Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.",
"System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.",
"ARCADIA Issue 3. Copyright 2021, MCDM Productions, LLC.",
"Authors: Justice Arman, Celeste Conowitch, Alison Huang, Sam Mannell, Matt Colville, and James Introcaso"
]
}
]
}
]
}
],
"race": [
{
"name": "Lucidling",
"source": "Ar3",
"page": 2,
"size": [
"M"
],
"hasFluff": true,
"hasFluffImages": true,
"ability": [
{
"int": 2,
"choose": {
"from": [
"str",
"dex",
"con",
"wis",
"cha"
],
"count": 1
}
}
],
"darkvision": 60,
"speed": {
"walk": 30
},
"heightAndWeight": {
"baseHeight": 48,
"heightMod": "3d12",
"baseWeight": 100,
"weightMod": "1d6"
},
"languageProficiencies": [
{
"common": true,
"deep speech": true
}
],
"entries": [
{
"type": "entries",
"name": "Ability Score Increase",
"entries": [
"Your Intelligence score increases by 2, and one other ability score of your choice increases by 1."
]
},
{
"type": "entries",
"name": "Age",
"entries": [
"Lucidlings reach maturity at the time of their creation, but their lifespans vary wildly. Some lucidlings live less than a year, while others are seemingly immortal. Lucidlings do not age."
]
},
{
"type": "entries",
"name": "Alignment",
"entries": [
"As products of unchecked creativity, lucidlings tend towards chaotic alignments."
]
},
{
"type": "entries",
"name": "Size",
"entries": [
"Lucidlings range from 4 to 7 feet tall and weigh between 100 and 300 pounds. Your size is Medium."
]
},
{
"type": "entries",
"name": "Speed",
"entries": [
"Your base walking speed is 30 feet."
]
},
{
"type": "entries",
"name": "Darkvision",
"entries": [
"You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."
]
},
{
"type": "entries",
"name": "Spontaneous Evolution",
"entries": [
"As an action, you can assume an otherworldly form, choosing from the following options. This transformation lasts for 10 minutes, until you die, or until you revert to your normal form as a bonus action. Once you use this trait, you can't do so again until you finish a long rest.",
{
"type": "list",
"style": "list-no-bullets",
"items": [
{
"type": "item",
"name": "Alien Appendage",
"entries": [
"You sprout a pair of tentacles, arms, or similar appendages. Each appendage has a reach of 10 feet and can lift a number of pounds equal to three times your Strength score. You can use a bonus action on your turn to perform a simple task with one of your appendages, such as: lift, push, pull, or interact with an object or creature; grapple a Large or smaller creature; or make an unarmed strike. Your GM might allow you to perform other tasks with your appendages.",
"Your appendages can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell."
]
},
{
"type": "item",
"name": "Psionic Propulsion",
"entries": [
"You gain a flying speed equal to your walking speed and can hover."
]
},
{
"type": "item",
"name": "Supernatural Secretion",
"entries": [
"You secrete a viscous magical slime, granting you the ability to breathe underwater and a swimming speed equal to your walking speed. In addition, when a creature hits you with a melee attack, you can use your reaction to deal poison damage equal to half your level to the attacker."
]
}
]
}
]
},
{
"type": "entries",
"name": "Telepathy",
"entries": [
"You can communicate telepathically with any creature you can see within 30 feet of you. If the receiving creature can speak at least one language, it can respond to you telepathically."
]
},
{
"type": "entries",
"name": "Languages",
"entries": [
"You can speak, read, and write Common and Deep Speech."
]
}
],
"traitTags": [
"Amphibious",
"Natural Weapon",
"Uncommon Race"
],
"fluff": {
"entries": [
{
"type": "entries",
"entries": [
{
"type": "quote",
"entries": [
"Ssussothis slowly awoke from its decennial nap. Once again, the aboleth dreamed of that pathetic warrior and his dopey grin. What an embarrassment it was to dream of defeat at the hands of such a lighthearted fool. Ssussothis' anger leached from the aberration's body, filling the cavern with a hideous squelching sound.",
"The aboleth sluggishly opened its three eyes to find an intruder standing in a pool of ectoplasmic goo. The slimy, grey-skinned humanoid was beaming at Ssussothis, a wide gap-toothed grin stretching across a chinless face. The being's three vertically stacked red eyes blinked, and they waved a fleshy, sword-shaped tentacle.",
"\"Are you my mama?\" asked the eager lucidling."
]
},
{
"type": "entries",
"entries": [
"When sleep meets the sleepless, lucidlings are born. The unwanted offspring of immortal aberrations, lucidlings burst forth from the dreams of ancient aboleths and other alien beings, where uncontrolled thoughts beget life."
]
},
{
"type": "entries",
"name": "Odd Offspring",
"id": "Odd Offspring",
"entries": [
"No two lucidlings are alike. When the Vizier of the Court of All Flesh, Lord Rall, inverts the fragile flesh of a dozen enemies, his dreams might be so filled with their screams that it inadvertently spawns several lucidlings at once. A trained eye—one unfortunate to have seen a plethora of aberrations—can identify the lucidlings' lineage based on physical characteristics, but similarities among lucidlings with the same parent are typically far and few between. Though all lucidlings are humanoids, one lucidling might be smooth and spindly with a single piercing eye, while their \"sibling\" could be twice as large, with a purple leathery hide speckled with tiny barbs.",
"In addition to physical features, lucidlings inherit diluted personality traits from their creators. A lucidling descended from a dominating aboleth may be described as controlling or manipulative, while the child of a gibbering mouther might be loquacious and greedy. Despite these patterns in their psyche, lucidlings are hardly replicas of their creators. They are unique individuals, shaped by their environments, choices, and experiences."
]
},
{
"type": "entries",
"name": "Whole New World",
"id": "Whole New World",
"entries": [
"Paranoid progenitors reduce many lucidlings to dust shortly after their inception, but not all aberrations attempt to destroy their accidental handiwork—and those that do are not always successful. A surviving lucidling might become a dutiful minion, bizarre apprentice, or loyal spy. Others manage to escape their creators' lairs before the aberrations wake.",
"Lucidlings begin life as fully-formed adults with alien appearances and little or no concept of organized humanoid society. Once exposed to the outside world, curiosity overwhelms most lucidlings, driving them to partake in the best and worst experiences life has to offer."
]
},
{
"type": "entries",
"name": "Lucidling Vestiges",
"id": "Lucidling Vestiges",
"entries": [
"Every lucidling is born with a vestige, an organic structure that points to their otherworldly heritage. The Lucidling Vestiges table contains examples of physical features you can add to give your character a more alien appearance. These structures have no effect on your character's game statistics.",
{
"type": "entries",
"name": "Lucidling Vestiges",
"entries": [
{
"type": "table",
"colLabels": [
"d8",
"Vestige"
],
"colStyles": [
"text-align-left",
"text-align-left"
],
"rows": [
[
"1",
"Eyestalks"
],
[
"2",
"Translucent skin"
],
[
"3",
"Irregularly shaped iris"
],
[
"4",
"Glow-in-the-dark bones"
],
[
"5",
"Beak concealed by tentacles"
],
[
"6",
"Extra pair of tiny arms"
],
[
"7",
"Shriveled wings"
],
[
"8",
"External organs"
]
]
}
]
}
]
},
{
"type": "entries",
"name": "Lucidling Names",
"id": "Lucidling Names",
"entries": [
"Lucidlings are genderless. They typically adopt the name of their parental aberration, followed by a suffix synonymous with the muse of their birth dream. Lucidlings often choose an abbreviated nickname to accommodate creatures who do not speak their progenitor's language.",
{
"type": "entries",
"name": "Example Lucidling Names",
"entries": [
"Albezuro-Gel (Abegel), Krizeth-Gel (Krigel), Krizeth-Mawpt (Kript), Marthekh-Khan (Markh), Xapkiro-Laxx (X-Lax)"
]
}
]
}
]
}
],
"_appendRaceFluff": {
"name": "Lucidling",
"source": "Ar3"
},
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar3/Ar3-lucidling.png"
}
}
]
}
},
{
"name": "Sand Speaker",
"source": "Ar3",
"page": 4,
"size": [
"M"
],
"hasFluff": true,
"hasFluffImages": true,
"ability": [
{
"dex": 1,
"wis": 1,
"cha": 1
}
],
"darkvision": 60,
"speed": {
"walk": 30
},
"heightAndWeight": {
"baseHeight": 72,
"heightMod": "2d12",
"baseWeight": 150,
"weightMod": "1d4"
},
"languageProficiencies": [
{
"common": true,
"other": true
}
],
"additionalSpells": [
{
"innate": {
"1": [
"message#c"
],
"3": [
"sleep"
],
"5": [
"silence"
]
},
"ability": "cha"
}
],
"entries": [
{
"type": "entries",
"name": "Ability Score Increase",
"entries": [
"Your Dexterity, Wisdom, and Charisma scores each increase by 1."
]
},
{
"type": "entries",
"name": "Age",
"entries": [
"Sand speakers reach maturity at the same rate as humans. On average, they live about 300 years."
]
},
{
"type": "entries",
"name": "Alignment",
"entries": [
"Sand speakers tend towards lawful neutral. Tapping into the subconscious minds of other creatures gives sand speakers a sense of perspective. They see creatures in their most vulnerable states, witnessing their brightest hopes, deepest desires, and darkest fears."
]
},
{
"type": "entries",
"name": "Size",
"entries": [
"Sand speakers have smooth, elongated features. They range from 6 to 8 feet tall and weigh between 150 and 250 pounds. Your size is Medium."
]
},
{
"type": "entries",
"name": "Speed",
"entries": [
"Your base walking speed is 30 feet."
]
},
{
"type": "entries",
"name": "Darkvision",
"entries": [
"You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."
]
},
{
"type": "entries",
"name": "Sandform",
"entries": [
"As an action, you, along with everything you are wearing and carrying, transform into fine sand for 1 minute. This effect ends if you are reduced to 0 hit points.",
"While in this form, you retain your walking speed and lose all other movement speeds you have. You can move through a space as narrow as 1 inch wide without squeezing.",
"You gain resistance to nonmagical damage. You can't talk or manipulate objects, and any objects you were carrying or holding can't be dropped, used, or otherwise interacted with. You can't attack or cast spells.",
"Once you use this trait, you can't do so again until you finish a long rest."
]
},
{
"type": "entries",
"name": "Oneiromancy",
"entries": [
"You know the {@spell message} cantrip. When you reach 3rd level, you can cast the {@spell sleep} spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell silence} spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells."
]
},
{
"type": "entries",
"name": "Dream Walk",
"entries": [
"As an action, choose a sleeping creature that you can see within 10 feet of you. You enter a trance state for up to 8 hours, acting as a messenger. While in the trance, you are aware of your surroundings, but can't take actions or move.",
"You appear in the target's dreams and can converse with it as long as it remains asleep, for the duration of your trance. If the target wakes during your trance for any reason, your trance immediately ends. You can't shape the target's dreams or alter your appearance when you dream walk—you are only a visitor. You can emerge from the trance at any time, ending this effect early. The target recalls the dream perfectly upon waking."
]
},
{
"type": "inset",
"name": "Entering Dreams",
"entries": [
"The Dream Realm does not abide by the laws of the material world, so sand speakers hoping to gain information must think outside the box. For example, in real life, the ability to read—be it a book, a sign, even a clock—is not processed in the subconscious part of the human brain, therefore we are unable to read in our dreams. While a dozing creature might believe it's reading, a sand speaker inside the dream may come across inscriptions written in gibberish or books filled with blank pages. Similarly, creatures in dreams are products of the dreamer's subconscious and may look or sound differently than who the dreamer understands them to be—if they have a face at all! Knowing this information can help GMs and players convey dreams as distinct, vivid experiences with unique problems for characters to solve."
]
},
{
"type": "entries",
"name": "Languages",
"entries": [
"You can speak, read, and write Common and one other language of your choice."
]
}
],
"traitTags": [
"Uncommon Race"
],
"fluff": {
"entries": [
{
"type": "entries",
"entries": [
{
"type": "quote",
"entries": [
"Azita clasped her hands together and leaned forward on her oaken desk inquisitively. It was littered with books, notes, and drawings devoted to sleep and the power of the subconscious. \"What did you dream of last night?\" she asked the young prince.",
"\"I didn't dream of anything,\" replied Moshen.",
"\"So you forgot?\"",
"\"Sometimes I just don't dream.\" He shrugged.",
"\"We always dream,\" asserted the scholar, reaching for a thin purple book with gold stars along its spine. She slid it across the desk to Moshen. \"Unless they're stolen from us.\""
]
},
{
"type": "entries",
"entries": [
"Formed from the sands of island shores in the astral sea, sand speakers look like sauntering humanoid sculptures stretched from dyed glass. They infiltrate the minds of creatures in their sleep, acting as prophetic messengers and so-called \"thought thieves\" on behalf of extraplanar entities."
]
},
{
"type": "entries",
"name": "Children of the Sands",
"id": "Children of the Sands",
"entries": [
"Before recorded time, archangels warred with aberrations at the bounds of the multiverse, where astral sands slowly spilled into nothingness. Led by Oneirus the Eternal, the angels sought to drive back the unfathomable evils and prevent the aberrations from disrupting their divine works. During a cataclysmic battle, Oneirus' radiant fire scorched the iridescent sand, giving it form and infusing it with life. Humanoid figures of molten glass, the original sand speakers, rose from the astral desert and knelt before the archangel.",
"Oneirus invited each sand speaker to pledge themselves to a righteous cause and return with the angels to the celestial host. Many accepted and became prophetic messengers, while others decided to explore their newfound freedom, wandering the sands like interplanar nomads. Some, however, were tempted by unintelligible whispers emanating from the Abyss, rejecting Oneirus in favor of maleficent beings lurking beyond the sands."
]
},
{
"type": "entries",
"name": "Extraplanar Emissaries",
"id": "Extraplanar Emissaries",
"entries": [
"Despite their smooth complexion, sand speakers are composed of millions of tiny granules suffused with cosmic energy. Sand speakers travel the multiverse in service to meddling archfey, imprisoned fiends, and forgotten deities hoping to reassert their godhood. Some conduct divine outreach as heralds, while others tempt sleeping souls on behalf of ambitious devils. A sand speaker might appear before a belligerent zealot, chastising their actions in hopes of averting a holy crusade without a single casualty.",
"Some sand speakers, called thought thieves, engage in subconscious subterfuge, slipping into the minds of influential figures to steal precious secrets or plant the seed of an idea in hopes of prompting action in the material world. Expert thought thieves are graceful shadows, sneaking past the defenses of well-guarded noble estates, fortified prisons, and the magically warded towers of paranoid mages.",
"The ability to dream walk is both a blessing and a curse. Distrusted as violators of the unconscious mind, sand speakers carry a stigma wherever they go."
]
},
{
"type": "entries",
"name": "Perpetual Vagabonds",
"id": "Perpetual Vagabonds",
"entries": [
"Sand speakers typically relocate after appearing in a creature's dreams to avoid scrutiny. While some prefer hidden lairs on the outskirts of civilizations or adopt a regular disguise, most sand speakers are vagabonds, constantly on the move to minimize the odds of being recognized by a former target. Sand speaker societies are rare, and take the form of caravans or mobile camps."
]
},
{
"type": "entries",
"name": "Boundless Perspective",
"id": "Boundless Perspective",
"entries": [
"By the time a sand speaker reaches maturity, they have seen dozens of dreams. However, a sand speaker's ability comes at a price: the first time that they dream walk, they can no longer have dreams of their own. Instead, they must live vicariously through the fantasies of others, beholding the wonder of the unrestrained mind but tasting none of its fruits for themselves.",
"Dream walks inspire sand speakers to explore the real world. To a sand speaker, each dream is an illusion—alluring, foreign, and hollow. They observe delicious foods, wondrous curiosities, and breathtaking landscapes imagined by dreamers. Sand speakers chase these visions during their waking hours, venturing out into the world in search of iconic landmarks, gourmet recipes, and famous individuals that inspired dreams they've visited."
]
},
{
"type": "entries",
"name": "Sand Speaker Personalities",
"id": "Sand Speaker Personalities",
"entries": [
"Though sand speakers lose the ability to have new dreams after their first dream walk, they can still relive old ones. In sand speaker culture, these old dreams are symbols of fate called omens. Typically, the same omen recurs for weeks, months, or years. A sand speaker has no control over which omen they experience each night and always recalls it perfectly upon waking. Like tarot card readings or casting runes, a sand speaker draws meaning from their omen, believing it holds some hidden clue to their destiny.",
"The Sand Speaker Omens table displays possible omens for your character, while the Sand Speaker Quirks table contains specific quirks to help you portray them.",
{
"type": "entries",
"name": "Sand Speaker Omens",
"entries": [
{
"type": "table",
"colLabels": [
"d8",
"My omen involves a..."
],
"colStyles": [
"text-align-left",
"text-align-left"
],
"rows": [
[
"1",
"Vault filled with treasures from a distant land."
],
[
"2",
"Simple memory shared with a loved one who's no longer around."
],
[
"3",
"Recurring symbol which I do not recognize."
],
[
"4",
"Battle against formidable foe."
],
[
"5",
"Mysterious creature."
],
[
"6",
"Famous person I have never actually met."
],
[
"7",
"Test of great importance."
],
[
"8",
"Horrible nightmare."
]
]
}
]
},
{
"type": "entries",
"name": "Sand Speaker Quirks",
"entries": [
{
"type": "table",
"colLabels": [
"d8",
"Quirk"
],
"colStyles": [
"text-align-left",
"text-align-left"
],
"rows": [
[
"1",
"Your body is shaped like a round-bottom flask."
],
[
"2",
"Sand shifts beneath your glassy skin, changing color to reflect your mood."
],
[
"3",
"You have a phobia of water."
],
[
"4",
"When someone wrongs you or your companions, you discretely fill their belongings with sand."
],
[
"5",
"You are a thrill seeker, chasing the passion you've witnessed in others' dreams."
],
[
"6",
"You look for meaning in every action or symbol."
],
[
"7",
"Others often mistake you for someone they know."
],
[
"8",
"You talk in your sleep. Very loudly."
]
]
}
]
}
]
},
{
"type": "entries",
"name": "Sand Speaker Names",
"id": "Sand Speaker Names",
"entries": [
"Each sand speaker has a single name, determined by a motif found in their first dream walk. Sand speaker names are gender-neutral.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Example Sand Speaker Names",
"entries": [
"Caress, Dance, Drown, Fall, Run, Song, Spider, Teeth, Whisper."
]
}
]
}
]
}
]
}
],
"_appendRaceFluff": {
"name": "Sand Speaker",
"source": "Ar3"
},
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar3/Ar3-sand-speaker.png"
}
}
]
}
},
{
"name": "Somnian",
"source": "Ar3",
"page": 7,
"size": [
"M"
],
"hasFluff": true,
"hasFluffImages": true,
"ability": [
{
"wis": 1,
"choose": {
"from": [
"str",
"dex",
"con",
"int",
"cha"
],
"count": 1
}
}
],
"skillProficiencies": [
{
"insight": true
}
],
"additionalSpells": [
{
"innate": {
"1": [
"minor illusion#c"
],
"3": [
"detect thoughts"
],
"5": [
"major image"
]
},
"ability": "wis"
}
],
"darkvision": 60,
"speed": {
"walk": 30
},
"heightAndWeight": {
"baseHeight": 56,
"heightMod": "2d10",
"baseWeight": 100,
"weightMod": "2d4"
},
"languageProficiencies": [
{
"common": true,
"celestial": true
}
],
"entries": [
{
"type": "entries",
"name": "Ability Score Increase",
"entries": [
"Your Wisdom score increases by 1, and one other ability score of your choice increases by 1."
]
},
{
"type": "entries",
"name": "Age",
"entries": [
"Somnians begin life as wispy spirits and reach maturity around the age of 30. They can live to be 500 years old."
]
},
{
"type": "entries",
"name": "Alignment",
"entries": [
"As the sculptors of dreams, somnians emphasize imaginative freedom. They value expression and understanding and reject reality when it is oppressive. Somnians tend towards chaotic good."
]
},
{
"type": "entries",
"name": "Size",
"entries": [
"Somnians are the same height and build as humans. Your size is Medium."
]
},
{
"type": "entries",
"name": "Speed",
"entries": [
"Your base walking speed is 30 feet."
]
},
{
"type": "entries",
"name": "Empath",
"entries": [
"You have proficiency in the Insight skill."
]
},
{
"type": "entries",
"name": "Astral Architect",
"entries": [
"You know the {@spell minor illusion} cantrip.",
"When you reach 3rd level, you can cast {@spell detect thoughts} once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast {@spell major image} once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells."
]
},
{
"type": "entries",
"name": "Nightmare",
"entries": [
"As an action, you assume a terrifying form. Choose one creature that you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this trait, you can't do so again until you finish a long rest."
]
},
{
"type": "entries",
"name": "Remembrance",
"entries": [
"You can cast the resurrection spell once with this trait, requiring no material components. When you do so, you immediately die, and your body withers away in a cloud of starry dust. The resurrected creature awakes with a memory of yours (chosen by you).",
"A somnian who sacrifices themselves in this way can only be brought back to life by a {@spell wish} spell."
]
},
{
"type": "entries",
"name": "Languages",
"entries": [
"You can speak, read, and write Common and Celestial."
]
}
],
"traitTags": [
"Uncommon Race"
],
"fluff": {
"entries": [
{
"type": "entries",
"entries": [
{
"type": "quote",
"entries": [
"As I fell into my sleep,",
"The stage was set with wondrous things.",
"At long-lost mem'ries, I did weep,",
"And missed the creatures in the wings."
],
"by": "Bibis Ross",
"from": "The Theatre of Sleep"
},
{
"type": "entries",
"entries": [
"Somnians are the creators of dreams. Compassionate artists and philosophers, the star-skinned illusionists find meaning in all things. Whether guiding a sleeping creature towards a source of inspiration or warning it when it has gone astray, somnians are the architects of bedtime's wildest fantasies—and worst nightmares."
]
},
{
"type": "entries",
"name": "Imaginative Illusionists",
"id": "Imaginative Illusionists",
"entries": [
"Somnians hail from the vast expanse of the Dream Realm, where time slows and their innate magic is magnified. When a creature falls asleep, a somnian in the Dream Realm weaves a dream for them, uniquely tailored to the slumbering creature's thoughts and feelings.",
"Outside of the Dream Realm, a somnian's ability to create dreams manifests as illusion magic. Despite this, somnians maintain their desire to mold the world around them, using their gifts to inspire others, uphold symbols of good, or seek justice. They are natural philosophers, gravitating towards callings that emphasize expression and interpretation, such as the arts, academia, or soothsaying."
]
},
{
"type": "entries",
"name": "Cosmic Shepherds",
"id": "Cosmic Shepherds",
"entries": [
"Every dream has a purpose. Inspiration. Remembrance. Realization. In the Dream Realm, somnians discern this purpose and gently suggest it to the creature through symbolism.",
"Somnians continue to foster others in the material world, studying and nudging creatures towards their goals with subtle enthusiasm. There is no greater joy for a somnian than helping someone else achieve their dreams."
]
},
{
"type": "entries",
"name": "Lasting Memories",
"id": "Lasting Memories",
"entries": [
"Somnians are known for their generosity. The frequent gift givers expect nothing in return, sparking lifelong friendships with sculptures, songs, and recipes. Superstitious folk believe it's bad luck to turn down a somnian's gift.",
"In a true act of selflessness, a somnian can give their life to resurrect a fallen creature. All that remains of a somnian who performs this act is a memory of their choosing in the mind of the revived. While they typically sacrifice themselves to resurrect a loved one, somnians have imparted their last gifts to influential poets, scholars, and leaders who died before their time. Bereaved family members sometimes seek a somnian in desperation, hoping the dreamweaver will trade their life for that of a stranger."
]
},
{
"type": "entries",
"name": "Somnian Nightmares",
"id": "Somnian Nightmares",
"entries": [
"As stewards of the sleeping, somnians are generally pleasant. However, every somnian harbors a mote of darkness they can harness, assuming nightmarish forms to terrify misguided creatures and foes alike. The Somnian Nightmares table contains examples of possible forms your character might take when invoking this darkness.",
{
"type": "entries",
"name": "Somnian Nightmares",
"entries": [
{
"type": "table",
"colLabels": [
"d6",
"Nightmare"
],
"colStyles": [
"text-align-left",
"text-align-left"
],
"rows": [
[
"1",
"Horrifying monster with too many joints"
],
[
"2",
"Panicked reflection of the target with their teeth falling out"
],
[
"3",
"Natural disaster, like a forest fire or tsunami"
],
[
"4",
"Swarm of insects, rodents, or other pests"
],
[
"5",
"Disapproving loved one"
],
[
"6",
"Empty, emotionless void"
]
]
}
]
}
]
},
{
"type": "entries",
"name": "Somnian Names",
"id": "Somnian Names",
"entries": [
"Somnians look like humanoid galaxies. They have shadowy frames sprinkled with tiny luminescent stars. Somnians derive their names from the constellations on their twinkling frames.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Example Somnian Names",
"entries": [
"Arietes, Aquila, Belator, Gladius, Leo, Ridera, Ocula, Papilonus, Zelotes."
]
}
]
}
]
}
]
}
],
"_appendRaceFluff": {
"name": "Somnian",
"source": "Ar3"
},
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar3/Ar3-somnian.png"
}
}
]
},
"age": {
"mature": 30,
"max": 500
}
}
],
"spell": [
{
"name": "Attract Metal",
"level": 2,
"school": "T",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 60
}
},
"components": {
"v": true,
"s": true,
"m": "a pouch of iron filings"
},
"duration": [
{
"type": "timed",
"duration": {
"amount": 1,
"type": "minute"
},
"concentration": true
}
],
"classes": {
"fromClassList": [
{
"name": "Bard",
"source": "PHB"
},
{
"name": "Druid",
"source": "PHB"
},
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"source": "Ar3",
"entries": [
"You create a magnetic field that allows you to push or pull metal objects. When you cast the spell, and as an action each round for the duration, you can exert your will on one metal object that you can see within range. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.",
"You can try to move a metal object that weighs up to 500 pounds. If the object isn't being worn or carried, you automatically move it in a straight line up to 30 feet toward or away from you, but not beyond the range of this spell.",
"If the object is being worn or carried by an unwilling creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it in a straight line up to 30 feet toward or away from you, but not beyond the range of this spell. If the object is a worn object that cannot easily be removed (such as armor) and you win the contest, the targeted creature also moves with the metal object. On subsequent rounds, you can use your action to attempt to maintain your grip on the creature by repeating the contest. If the combined weight of the object and the creature exceed 500 pounds, the target cannot be moved."
],
"page": 10,
"savingThrow": [
"strength"
]
},
{
"name": "Erase",
"level": 1,
"school": "T",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 30
}
},
"components": {
"v": true,
"s": true,
"m": "the nib of a quill"
},
"duration": [
{
"type": "instant"
}
],
"classes": {
"fromClassList": [
{
"name": "Bard",
"source": "PHB"
},
{
"name": "Cleric",
"source": "PHB"
},
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
},
{
"name": "Warlock",
"source": "PHB"
}
]
},
"source": "Ar3",
"entries": [
"You remove writing from a single scroll, one page of paper, a sheet of parchment, or a similar surface that you can see within range that is no larger than a 2-foot-square area.",
"This spell can also automatically remove a glyph of warding or a glyph created by the symbol spell. If the glyph was created using a spell slot of 4th level or higher, you must make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the glyph is erased."
],
"page": 10
},
{
"name": "Glitterdust",
"level": 3,
"school": "V",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "cone",
"distance": {
"type": "feet",
"amount": 15
}
},
"components": {
"v": true,
"s": true,
"m": "a packet of confetti"
},
"duration": [
{
"type": "timed",
"duration": {
"amount": 1,
"type": "minute"
}
}
],
"classes": {
"fromClassList": [
{
"name": "Bard",
"source": "PHB"
},
{
"name": "Cleric",
"source": "PHB"
},
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"source": "Ar3",
"entries": [
"You spray a shower of golden glitter from your hands. Each creature in a 15-foot cone becomes coated in glitter for the spell's duration, and affected creatures or objects can't benefit from being invisible. In addition, any creature in the area when the spell is cast must succeed on a Constitution saving throw or become blinded for the duration. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
],
"page": 11,
"savingThrow": [
"constitution"
]
},
{
"name": "Nature's Ladder",
"level": 1,
"school": "T",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 60
}
},
"components": {
"v": true,
"s": true,
"m": "an acorn"
},
"duration": [
{
"type": "timed",
"duration": {
"amount": 24,
"type": "hour"
}
}
],
"classes": {
"fromClassList": [
{
"name": "Druid",
"source": "PHB"
},
{
"name": "Ranger",
"source": "PHB"
}
]
},
"source": "Ar3",
"entries": [
"You cause a tree to sprout from an unoccupied space of solid ground that you can see within range. When you cast the spell, you determine the height of the tree, which can be a maximum of 20 feet tall. If there isn't enough room for the tree to grow to full height, the tree attains the maximum possible height in the space available. The tree has a 1-foot-diameter trunk and evenly spaced branches perfect for climbing. The tree has AC 5 and 25 hit points. After 24 hours, or if the tree is reduced to 0 hit points, it instantly vanishes."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast this spell using a spell slot of 2nd level or higher, you can increase the height of the tree by 20 feet for each slot level above 1st."
]
}
],
"page": 11
},
{
"name": "Permanency",
"level": 8,
"school": "T",
"time": [
{
"number": 1,
"unit": "hour"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"v": true,
"s": true,
"m": "the highest-quality components available for a particular spell costing 1,000 gp per level of the permanent spell: 1,000 gp for a 1st-level spell, 2,000 gp for a 2nd-level spell, etc."
},
"duration": [
{
"type": "permanent",
"ends": [
"dispel"
]
}
],
"classes": {
"fromClassList": [
{
"name": "Wizard",
"source": "PHB"
}
]
},
"source": "Ar3",
"entries": [
"This spell makes certain other spells you cast on yourself permanent. Choose a spell of 5th level or lower that you can cast, has a duration of 1 minute or longer, a casting time of 1 hour or shorter, and can target you.",
"You cast that spell as part of casting permanency, expending spell slots for both.",
"The spell cast with permanency takes effect immediately and lasts until dispelled. Spells made permanent in this way no longer require concentration to maintain and do not require the use of a spell slot beyond the initial casting. If the spell you cast with the permanency spell is dispelled (such as by the dispel magic spell), then both that spell and permanency are dispelled and vice versa. You can only be affected by one permanent spell at a time."
],
"page": 11
},
{
"name": "Rainbow Recurve",
"level": 6,
"school": "V",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 150
}
},
"components": {
"v": true,
"s": true,
"m": "a small glass"
},
"duration": [
{
"type": "timed",
"duration": {
"amount": 1,
"type": "minute"
},
"concentration": true
}
],
"classes": {
"fromClassList": [
{
"name": "Bard",
"source": "PHB"
},
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"source": "Ar3",
"entries": [
"You summon a longbow formed of swirling rainbow hues to your hands.",
"When the bow appears, you choose an arrow color and make a ranged spell attack against a target of your choice within range. On a hit, the target takes 3d8 force damage and must succeed on a Dexterity saving throw or face an additional effect determined by the color of the arrow used. Until the spell ends, you can use an action on each of your turns to make another ranged spell attack, selecting an arrow of a different color each time you do.",
"Once you fire an arrow, the corresponding color disappears from the bow, and you can't select that color again during this particular casting of the spell. When the duration ends or when you have used all seven colors, the bow vanishes.",
"{@i Red}. The target takes an additional 3d8 fire damage.",
"{@i Orange}. The target takes an additional 3d8 acid damage.",
"{@i Yellow}. The target takes an additional 3d8 lightning damage.",
"{@i Green}. The target takes an additional 3d8 poison damage.",
"{@i Blue}. The target takes an additional 3d8 cold damage.",
"{@i Indigo}. On a failed save, the target is paralyzed. It can make a Constitution saving throw at the end of each of its turns, ending the paralyzed condition on a success.",
"{@i Violet}. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blinded condition. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal Planes.)"
],
"page": 12
},
{
"name": "Shrink",
"level": 3,
"school": "T",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 30
}
},
"components": {
"v": true,
"s": true,
"m": "a raisin"
},
"duration": [
{
"type": "timed",
"duration": {
"amount": 1,
"type": "hour"
},
"concentration": true
}
],
"classes": {
"fromClassList": [
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"source": "Ar3",
"entries": [
"You cause a creature or an object you can see within range to shrink for the duration. Choose either a creature or an object that is not worn or held. If the target is an unwilling creature, it can make a Constitution saving throw. On a success, the spell has no effect.",
"The target becomes Tiny, shrinking to a height of 1 inch, and it weighs 1 pound, unless it already was smaller or weighed less before the spell was cast. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. Until the spell ends, the target has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1 damage. If the creature was not already Tiny before this spell was cast, its speed is halved for the duration."
],
"page": 13,
"savingThrow": [
"constitution"
]
},
{
"name": "Silver Wings",
"level": 4,
"school": "T",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"v": true,
"s": true,
"m": "a silver needle"
},
"duration": [
{
"type": "timed",
"duration": {
"amount": 10,
"type": "minute"
},
"concentration": true
}
],
"classes": {
"fromClassList": [
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
},
{
"name": "Warlock",
"source": "PHB"
}
]
},
"source": "Ar3",
"entries": [
"You grow a pair of metallic, feathered wings. These wings grant you a fly speed of 60 feet for the duration. When the spell ends, you fall if you are still aloft, unless you can stop the fall.",
"While the spell is active, you can use a bonus action to make a melee spell attack with the wings against a target within 10 feet of you. On a hit, the target takes 2d6 slashing damage. The wings are magical weapons.",
"As a bonus action, you can choose to end the spell and launch the metallic feathers in a 60-foot cone of razor-sharp blades. Each creature in the cone must make a Dexterity saving throw. A creature takes 3d8 piercing damage on a failed save, or half as much damage on a successful one."
],
"page": 13,
"miscTags": [
"UBA"
]
},
{
"name": "Stoneheart",
"level": 7,
"school": "N",
"time": [
{
"number": 1,
"unit": "hour"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"v": true,
"s": true,
"m": "a humanoid heart carved from a gemstone of exceptional quality worth at least 1,000 gp"
},
"duration": [
{
"type": "timed",
"duration": {
"amount": 1,
"type": "year"
}
}
],
"classes": {
"fromClassList": [
{
"name": "Druid",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
},
{
"name": "Warlock",
"source": "PHB"
}
]
},
"source": "Ar3",
"entries": [
"You exchange your own living heart for the finely crafted heart of stone you used for the spell's material component. Your living heart can then be stored or hidden anywhere you like, but must remain within 1 mile of you to keep the spell active, where it continues to beat for the duration. While your heart is removed in this manner, you automatically succeed on all death saving throws. If you die, but your original heart remains intact, you gain a new body with a new stone heart in 1d10 days and return to life with all your hit points. Your new body appears within 5 feet of your original heart.",
"While you possess a stone heart, you lose the ability to heal naturally during a short or long rest, and can only restore hit points through magical healing. If your living heart is damaged or destroyed, you are instantly slain.",
"You can choose to end the spell as a bonus action. The spell ends automatically if you travel more than 1 mile from your living heart. When the spell ends, your own living heart instantly returns to its proper place, and the stone heart is destroyed."
],
"page": 13,
"miscTags": [
"UBA"
]
},
{
"name": "Walking Dead",
"level": 3,
"school": "N",
"time": [
{
"number": 1,
"unit": "minute"
}
],
"range": {
"type": "point",
"distance": {
"type": "touch"
}
},
"components": {
"v": true,
"s": true,
"m": "a vial of smelling salts"
},
"duration": [
{
"type": "timed",
"duration": {
"amount": 10,
"type": "day"
}
}
],
"classes": {
"fromClassList": [
{
"name": "Bard",
"source": "PHB"
},
{
"name": "Cleric",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"source": "Ar3",
"entries": [
"You animate the corpse of a creature that has died within the past day whose body is still intact. For the duration, you restore a semblance of life to the deceased creature, putting the reanimated subject in a half-life state but not truly reconnecting the soul to the body.",
"The reanimated creature has 1 hit point and can move as they could in life. In this state, a target is unable to attack, use spells, or take similarly complex actions. If the creature could speak in life, it has the ability to do so, though its memory is cloudy, making it difficult for the subject to remember even the basic details of its past life. During a limited interaction, the animated corpse could be passed off as alive, but extended conversation reveals something is amiss. A creature that uses its action to examine the body can determine that it is not alive with a successful Intelligence (Investigation) check against your spell save DC.",
"The spell also effectively extends the time limit on raising the target from the dead, since days spent reanimated does not count against the time limit of spells such as raise dead, and the reanimated body does not decay.",
"A creature reanimated in this way is not undead, and it can be resurrected by any spell that would return a fully dead creature to life."
],
"page": 14
}
],
"variantrule": [
{
"name": "Aces High",
"page": 15,
"source": "Ar3",
"ruleType": "V",
"type": "section",
"entries": [
"Aces High is a lightweight ruleset for aerial combat, aimed at replicating the high-octane action of a cinematic dogfight. Aerial combat doesn't happen a lot in roleplaying games, because it tends to be more cumbersome and less fun than combat on the ground—but in many stories that aren't RPGs, aerial battles happen all the time! The aim of Aces High is to emulate the thrill of those stories, and make you want to put more aerial combat in your games.",
"These rules are strictly aimed at combat encounters that take place entirely in the air. No half measures.",
{
"type": "section",
"name": "The Flight Modifier",
"id": "The Flight Modifier",
"entries": [
"The cornerstone of Aces High is the flight modifier, a number attached to your character which functions like an ability modifier, and is used to modify d20 rolls. This includes ability checks, called flight checks, and saving throws, called flight saving throws.",
"The two factors that determine your flight modifier are size and flying speed, because the flight modifier is based on the real-life concept of the thrust-to-weight ratio. You can find a vehicle or creature's flight modifier on the flight modifiers table on the next page.",
"When riding a mount, use the mount's flight modifier. When piloting a vehicle, use the vehicle's flight modifier. When you gain a flying speed, whether through a spell such as fly, or the use of a magic item such as wings of flying, calculate your own flight modifier.",
{
"type": "entries",
"name": "Pilots and Passengers",
"id": "Pilots and Passengers",
"entries": [
"If you're the helmsman of a vehicle, directing a mount, or flying under your own steam, you're considered a pilot. Only pilots use a flight modifier.",
"If you're riding along on a mount, vehicle, or magic item, but you're not directly responsible for piloting, then you're a passenger, and you don't use any flight modifier. Don't worry! You can still take actions during the action phase."
]
},
{
"type": "table",
"colLabels": [
"Size /Fly Speed",
"Tiny (0)",
"Small (1)",
"Medium (2)",
"Large (3)",
"Huge (4)",
"Gargantuan (5)"
],
"colStyles": [
"text-align-left",
"text-align-left",
"text-align-left",
"text-align-left",
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"rows": [
[
"10ft (+1)",
"+1",
"+0",
"1",
"2",
"3",
"4"
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[
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"+2",
"+1",
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"2",
"3"
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[
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"+3",
"+2",
"+1",
"+0",
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[
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"+4",
"+3",
"+2",
"+1",
"+0",
"1"
],
[
"50ft (+5)",
"+5",
"+4",
"+3",
"+2",
"+1",
"+0"
],
[
"60ft (+6)",
"+6",
"+5",
"+4",
"+3",
"+2",
"+1"
],
[
"70ft (+7)",
"+7",
"+6",
"+5",
"+4",
"+3",
"+2"
],
[
"80ft (+8)",
"+8",
"+7",
"+6",
"+5",
"+4",
"+3"
],
[
"90ft (+9)",
"+9",
"+8",
"+7",
"+6",
"+5",
"+4"
],
[
"100ft (+10)",
"+10",
"+9",
"+8",
"+7",
"+6",
"+5"
],
[
"110ft (+11)",
"+11",
"+10",
"+9",
"+8",
"+7",
"+6"
],
[
"120ft (+12)",
"+12",
"+11",
"+10",
"+9",
"+8",
"+7"
],
[
"130ft (+13)",
"+13",
"+12",
"+11",
"+10",
"+9",
"+8"
],
[
"140ft (+14)",
"+14",
"+13",
"+12",
"+11",
"+10",
"+9"
],
[
"150ft (+15)",
"+15",
"+14",
"+13",
"+12",
"+11",
"+10"
]
],
"caption": "Flight Modifiers Table"
}
]
},
{
"type": "section",
"name": "Abstract Positions",
"id": "Abstract Positions",
"entries": [
"Aces High aims to be fast, simple, and fun. Don't worry about the precise positioning of combatants, the direction they are flying, or their fly speed! You can safely assume that combatants are constantly changing direction while chasing each other, automatically making the best maneuvers they can—the only thing you need to know is whether or not they have a clear shot at each other. Measurements, including altitude (see \"Altitude Die\"), are abstractions when using these rules.",
"Using minis can be useful to help visualize the scene, but Aces High doesn't use a grid at all."
]
},
{
"type": "section",
"name": "How to Play",
"id": "How to Play",
"entries": [
"While you can defeat an opponent by dealing damage to them, your primary objective in an Aces High encounter is to ground the enemy. Knocking your foes out of the sky is the fastest path to victory!",
{
"type": "entries",
"name": "Scramble!",
"id": "Scramble!",
"entries": [
"When two or more combatants commit to aerial combat, all pilots involved must Scramble!",
"Scrambling sets the turn order and the starting altitude of each combatant. Much like standard initiative, combatants roll a d20 and add their flight modifier to the result, with higher results taking their turns first. However, unlike initiative, all combatants have 10 seconds to roll as many times as they want, trying to get the best possible result. Once the timer is up, everyone must use the result they have in front of them!11 Players using an online platform to play are able to roll much faster than normal, so consider cutting the time limit in half when playing online.",
"When flying any mount or vehicle, only the pilot needs to Scramble. Passengers don't need to Scramble—they take actions when their pilot does.",
"When a new combatant joins (or rejoins!) the fray, they Scramble without a timer, and use the first result they roll.",
"To find your opening altitude, don't add your flight modifier; all you need to do is look at the number on your d20, and match it to the corresponding Altitude on the Opening Altitude Table."
]
},
{
"type": "entries",
"name": "Altitude Die",
"id": "Altitude Die",
"entries": [
"Altitude is vital to both success and survival in an Aces High encounter. We track it on the Altitude Die, a d6 that you can place next to your character sheet or your mini. The higher the number, the higher you are!",
"Being above your target is an enormous tactical advantage that allows you to use the sun or other environmental conditions to make tracking your movement extremely difficult. A pilot is too engaged with flying to spend precious seconds craning their neck to squint at the sky! You have disadvantage on attack rolls against targets of a higher Altitude than you, unless you're a passenger.",
"As you might expect, this also means you have advantage on attack rolls against targets with an Altitude below yours. This advantage applies whether you're a pilot or a passenger.",
{
"type": "entries",
"entries": [
{
"type": "table",
"caption": "Opening Altitude Table",
"colLabels": [
"d20",
"Altitude"
],
"colStyles": [
"text-align-left",
"text-align-left"
],
"rows": [
[
"1-4",
"2"
],
[
"5-8",
"3"
],
[
"9-12",
"4"
],
[
"13-16",
"5"
],
[
"17-20",
"6"
]
]
}
]
}
]
},
{
"type": "entries",
"name": "The Stunt Phase",
"id": "The Stunt Phase",
"entries": [
"Once everyone has Scrambled and set their Altitude Die, play begins. On each player's turn there are two phases; the stunt phase—in which you try to create angles of attack, and the action phase—in which you try to use them!",
"When your stunt phase starts, you roll a number of d4s equal to your flight modifier (minimum of 1 die). These are your Stunt Dice. You can spend them to alter your Altitude, or spend them to create Angles.",
"Unspent dice carry over to the next round. When your next stunt phase starts, roll a new set of d4s, and add them to the pile you had left over.",
"Your stunt phase ends when you say it does, or when you have no more Stunt Dice to spend.",
{
"type": "entries",
"name": "Creating Angles",
"entries": [
"When you roll your Stunt Dice, the results are somewhat like a hand of cards. To create an Angle, you must match three-of-a-kind, or three-in-a-row. For example, 3-3-3 and 2-3-4 are both viable Angles. When you match and subsequently spend these dice, you gain an extra action to use during the action phase!",
{
"type": "inset",
"name": "Multiple Angles",
"entries": [
"",
"If you're fast enough, it's possible to create multiple Angles and therefore access more than the normal amount of actions in one turn, but only the fastest of creatures and vehicles can do this regularly! Generally speaking, it's more likely that a monster that's in their element when flying—like a roc, or a couatl—is going to be fast enough to really bend the action economy, but that's by design; dogfighting a roc should feel like a legendary encounter!"
]
}
]
},
{
"type": "entries",
"name": "Adjusting Altitude",
"entries": [
"The other way to spend Stunt Dice during your stunt phase is to adjust your Altitude, either by climbing or diving. In both cases, you spend a Stunt Die and then alter your Altitude by the number on the spent Stunt Die. Climbing increments the Altitude Die, and diving decrements it.",
"You can only spend a Stunt Die to adjust your Altitude",
"once during your stunt phase.",
"When you choose to dive, the potential energy you've stored is transformed into momentum you can use to supercharge your speed! When you decrement your Altitude Die by the result of a spent Stunt Die, you can add that amount as a bonus to one of the following:",
"1. Your AC.",
"2. Your attack and damage rolls.",
"You keep these bonuses until the start of your next turn."
]
},
{
"type": "entries",
"name": "High Altitude",
"entries": [
"Climbing above 6 on the Altitude Die means you've passed over into High Altitude. Upgrade your Altitude Die to a d12! For every point of Altitude you have above 6, you gain an extra Stunt Die to roll at the start of your stunt phase. You can't climb above Altitude 12.",
"However, any creature that ends its turn in High Altitude must make a Constitution saving throw to withstand the thinning air and plummeting temperature! Creatures that don't need to breathe automatically succeed.",
"The DC for a High Altitude Constitution saving throw is the number on your Altitude Die x 2.",
"Any creature that fails this saving throw falls unconscious. This may or may not mean you start Freefalling, but it's likely that it does—an unconscious creature cannot fly, and if you're piloting a vehicle, you've probably passed out at the wheel.",
"You can repeat this saving throw in order to regain consciousness at the end of each of your turns, but the DC for repeated saving throws remains the same no matter your Altitude.",
"See \"Freefall\" below for more details."
]
},
{
"type": "entries",
"name": "Low Altitude",
"entries": [
"If your Altitude die shows a 1, then you are in Low Altitude, and just like High Altitude, it's dangerous. If your Altitude die ever decrements below 1, or you're in Freefall and you end your turn in Low Altitude, you hit the ground. And probably explode.",
"If you end your turn in Low Altitude and you're not Freefalling, make a Flight saving throw to avoid colliding with the ground, ocean, rooftops, lava, etc. The DC for this saving throw depends on the terrain, and so is determined by the GM. The sample encounter at the end of this article contains an example.",
"Whenever you hit the ground, either by failing the Low Altitude saving throw, or by decrementing below 1 on the Altitude die, you immediately take falling damage, as described under \"Freefall.\""
]
}
]
},
{
"type": "entries",
"name": "The Action Phase",
"id": "The Action Phase",
"entries": [
"After your stunt phase ends, play moves into the action phase. During the action phase, you and any passengers with you on your mount or vehicle can take one action (except the Dash action) and one additional action for each Angle you created during the stunt phase. Passengers can also move about their vehicles, such as the deck of an airship, but pilots, mounts, and vehicles have used their movement during the stunt phase.",
"If you're a pilot, you can use an action to allow your mount or vehicle to take an action. This differs from how mounted combat works on the ground, chiefly because while airborne, you're not using a movement speed or measuring distance in feet, both of which the core mounted combat rules heavily rely on.",
{
"type": "entries",
"name": "Ranged Attacks and Melee Attacks",
"entries": [
"Ranged attacks and spells dominate in aerial combat. When you create an Angle, you can assume that you are putting yourself at an optimal distance to make any ranged attack you like.",
"Melee weapons can be used so long as your Altitude dice matches your targets. If your weapon has the reach property, you can also make melee attacks against a target one point of Altitude away. Note that the normal Altitude rules for advantage and disadvantage still apply to reach weapons!"
]
},
{
"type": "entries",
"name": "Taking Damage",
"entries": [
"Whenever you, your mount, or your vehicle is hit by an attack or fails a saving throw and takes damage as a result, decrement your Altitude by 1. Losing Altitude to damage can only occur once per turn.22 Note that this says once per turn, not once per round. For instance, each party member gets a chance to take the wyvern down a peg, but only once!",
"Damage is typically applied to a mount or vehicle first, because it's a much bigger target to hit in the midst of the chaos. A GM is free to rule that pilots and passengers can be directly targeted by attacks, potentially with disadvantage.",
"If your vehicle or mount is reduced to 0 hit points and you don't have a flying speed, you and any passengers without a flying speed begin Freefalling (see below)."
]
},
{
"type": "entries",
"name": "Going Down",
"entries": [
"While reduced to less than half your hit points, you're Going Down, and your Altitude decreases by 1 at the end of each of your turns, no matter what."
]
},
{
"type": "entries",
"name": "Direct Hit",
"entries": [
"When you score a critical hit on an attack, it's a direct hit! The target rolls a d4, and drops that many points of Altitude immediately."
]
},
{
"type": "entries",
"name": "Knife-Fighting in a Phone Booth",
"entries": [
"{@i The barbs of a grapnel bite into your hull! Two dragons lock onto each other with glittering jaws and teeth!}",
"Sometimes things get really up close and personal. When you want to grapple a target, it works as usual; in place of a melee attack. A GM might rule that grappling is necessary for a boarding action, if vehicles are involved!",
"It's up to the GM to decide whether or not grappling an opponent makes you both start Freefalling. A griffon grappling a pegasus might be grounds for such a ruling, but an airship firing a grappling hook probably wouldn't!"
]
},
{
"type": "entries",
"name": "Bugging Out",
"entries": [
"Sometimes you bite off more than you can chew—we've all been there—but how do you escape a foe that's got you out maneuvered in the air? Turning tail and running isn't so easy when they've zeroed in on you.",
"As an action, you can decide to Bug Out. To do this, announce your intentions, and pray. You now have a giant target on your back, and every bandit in the sky is free to take a potshot at it!",
"When you Bug Out, an enemy may use their reaction to make a Flight check against your passive Flight score, which is 10 + your Flight modifier. On a success, they can make a single spell or weapon attack against you.",
"If you survive the onslaught, you escape, find somewhere to land, and live to fly another day.",
{
"type": "inset",
"name": "Areas of Effect",
"entries": [
"",
"If a fireball spell, dragon's breath weapon, or other area of effect is used during an Aces High encounter, you can use your best judgement regarding which targets it can affect, or the rules for adjudicating areas of effect in the core rulebook, meant to guide GMs using theater-of-the-mind.",
"",
"As a basic guideline, creatures with an altitude difference of 3 or more cannot be included in the same area of effect."
]
}
]
}
]
},
{
"type": "entries",
"name": "Freefall",
"id": "Freefall",
"entries": [
"The core rules say that creatures take 1d6 bludgeoning damage for every 10 feet they fall, up to a maximum of 20d6 bludgeoning damage.",
"In Aces High, normal rules for falling damage don't apply. You always take 20d6 bludgeoning damage when you hit the ground, because you're usually falling from extreme heights. A combatant flies so fast that touching the ground at all, outside of a controlled landing, is likely to spell disaster. Of course, a GM is free to rule that falling from Low Altitude deals less damage—something like 10d6, or 5d6—but these rulings should be made on instinct to keep the action moving!",
"This damage is applied to your mount or vehicle first if you have one (because they hit the ground first!), and leftover damage is then applied to you and your passengers. The pilot and passengers take the same amount of damage; it is not divided between them.",
"If this seems harsh, consider the following; falling out of the sky is literally the worst case scenario when committing to aerial combat. Also note that this level of lethality becomes much less pronounced for player characters somewhere between levels 8 and 10, or once they have over 70 hit points total, as they're less likely to suffer instant death.",
"Even characters who are basically gods have succumbed to the unyielding wrath of gravity, but that said, those who want a bit of danger at lower levels should embrace it!",
{
"type": "entries",
"name": "How Fast Do Things Fall?",
"entries": [
"Good question! Objects (and creatures!) in the real world hit terminal velocity after about twelve seconds of falling. For our purposes, that's 2 rounds.",
"When in Freefall, decrement your Altitude die once on round one, twice on round two, and then three times every round after that.",
"This gives allies a window to Dive and save you! In order to do this, an ally must have a lower Altitude than you, and then must use an action to make a Flight check and snatch you from the jaws of death. The DC for this check is up to the GM, and could depend on how fast you are falling, how close to the ground you are, and even whether or not you need to be plucked from the deck of a failing airship!",
"A GM could also use the speed at which a creature or vehicle is falling to help determine how much Freefall damage they take if no one is able to rescue them. For example, round one is 5d6, round two is 10d6, and round three and beyond is 20d6!"
]
}
]
},
{
"type": "entries",
"name": "Gut Moves",
"id": "Gut Moves",
"entries": [
"Gut Moves are like reactions—you can make them whenever you want in response to a trigger, so long as you have some Stunt dice lying around unspent. Gut Moves do not use your Reaction.",
{
"type": "entries",
"name": "On Your Six!",
"entries": [
"When an enemy makes an attack roll against an ally with the same Altitude as you, you can spend a Stunt Die to make an opposed Flight check against them. If you succeed, you can make one attack against them, adding the result to your attack and damage rolls."
]
},
{
"type": "entries",
"name": "Evasive Action!",
"entries": [
"When you take damage, you can spend a Stunt Die and gain that much Altitude immediately, instead of losing Altitude from the damage."
]
},
{
"type": "entries",
"name": "Back to the Taxpayers!",
"entries": [
"When an enemy adjusts their Altitude and passes you on the Altitude scale, you can spend a Stunt Die to make an opposed Flight check against them. If you succeed, you can move with them to corral them, pushing them further than they planned.",
"You can push a target an amount up to the result of your spent Stunt die. When you push them, you move in step with them. Once your push has ended, the rest of their Altitude adjustment continues as normal."
]
},
{
"type": "entries",
"name": "Fangs Out!",
"entries": [
"During your action phase, you can spend a Stunt Die to target an enemy and make an opposed Flight check against them. On a success, make a single attack against them. On a failure, they make a single attack against you, adding the result of your spent Stunt die to their attack and damage rolls."
]
},
{
"type": "entries",
"name": "I Won't Let You Down!",
"entries": [
"When an ally begins their Stunt phase, you can give them one of your unspent Stunt dice."
]
}
]
}
]
}
]
},
{
"name": "Aces High: Burning Daylight!",
"page": 18,
"source": "Ar3",
"ruleType": "VO",
"type": "section",
"entries": [
"Once you're more comfortable with {@variantrule aces high|Ar3|this system}, you may want to turn up the heat. Try adding a 60-second timer to the stunt phase to add some pressure, if everyone in your group is okay with it. What's more important to you; adjusting your Altitude, or creating an Angle? Choose fast!"
]
}
],
"adventure": [
{
"name": "A Diamond in the Rough",
"id": "ADiamondInTheRough",
"source": "Ar3",
"coverUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar3/Ar3-ADitR.png",
"contents": [
{
"name": "Background"
},
{
"name": "Overview"
},
{
"name": "Adventure Hook"
},
{
"name": "Dramatis Personae"
},
{
"name": "Manor Map"
},
{
"name": "Part 1: Crown Jewel"
},
{
"name": "Part 2: All That Glitters"
},
{
"name": "Part 3: Crystal Clear"
},
{
"name": "Conclusion A"
},
{
"name": "Conclusion B"
},
{
"name": "Experience Point Awards"
},
{
"name": "Appendix: Xorn Allies"
}
],
"level": {
"start": 3,
"end": 3
},
"published": "2021-03-24",
"storyline": "Arcadia",
"group": "homebrew"
}
],
"adventureData": [
{
"id": "ADiamondInTheRough",
"source": "Ar3",
"data": [
{
"type": "entries",
"name": "Background",
"id": "Background",
"entries": [
"The Krystalum family enjoys a life of luxury. Spoilt and entitled, the family members treat others like tools, and pay no regard to those who can't benefit them.",
"The youngest Krystalum, Diana, despises the way her family behaves, and isn't afraid to tell them so. Because of this, the rest of the Krystalums act like she doesn't exist, and when they have to acknowledge her, they treat her like one of the servants. While her family's disregard was once a cause for grief, it's become an advantage, allowing Diana to do what she wants to without attracting the attention of her parents and siblings.",
"Using {@i From Earth}, a book from the family library, Diana summoned a xorn, a type of earth elemental that eats precious metals and jewels. She torments the rest of her family with a series of thefts, while keeping her new friend happy by giving them a source of food. She doesn't intend to physically hurt her family. Instead, she wants to make a ruckus, something that can't be ignored, to attract the attention of people who might be able to help her get away from her family."
]
},
{
"type": "entries",
"name": "Overview",
"id": "Overview",
"entries": [
"The adventure begins when the characters arrive at Krystalum Manor. There, Lord Reuben explains the situation before allowing the characters to speak with the other family members and examine some of the manor's rooms.",
"The characters' investigation leads them to Diana Krystalum, who is so overlooked that the rest of the family didn't even think of mentioning her earlier. It's up to the party to decide whether they help her accomplish her plan, or tell her family the truth.",
{
"type": "inset",
"name": "Authorial Intent",
"entries": [
"I wrote {@i A Diamond In The Rough} with the intent of creating a roleplay-focused adventure that uses an investigation to pace and drive the story. Because of this, I didn't design the mystery to be particularly complex. For me, it's more a question of how long it takes for characters to figure out what all the pieces are, and what they do once they have all the information.",
"But authorial intent is not the be-all and end-all. If you run this adventure, it is as much your story as it is mine. Feel free to build on what I have written and introduce twists and turns as best suits your narrative."
]
}
]
},
{
"type": "entries",
"name": "Adventure Hook",
"id": "Adventure Hook",
"entries": [
"The Krystalum family hires the characters to investigate the thefts of money and jewelry. This might be through a letter of request, a messenger, a friend of the characters, or simply an advertisement on a noticeboard. The payment for the job is 200 gp per character."
]
},
{
"type": "entries",
"name": "Dramatis Personae",
"id": "Dramatis Personae",
"entries": [
"The following NPCs play important roles in the adventure:",
{
"type": "list",
"items": [
"{@b Lord Reuben Krystalum:} The head of the house, a middle-aged human man. He is blunt and straightforward, expecting others to follow his commands without question."
]
},
{
"type": "list",
"items": [
"{@b Lady Marina Krystalum:} Reuben's wife, a middle-aged elf. Though she acts with grace, she unashamedly looks down on adventurers and all people who work for a living."
]
},
{
"type": "list",
"items": [
"{@b Lady Amy Krystalum:} The eldest Krystalum child, a half-elf in her early twenties. She is assertive, demanding and quick to make threats."
]
},
{
"type": "list",
"items": [
"{@b Lord Emerson Krystalum:} The middle Krystalum child, a half-elf in his early twenties. He acts with a lot of bravado but is really a coward."
]
},
{
"type": "list",
"items": [
"{@b Lady Diana Krystalum:} The youngest Krystalum child, a half-elf in her late teens, and the culprit behind the apparent thefts. She wants to get out of her situation at all costs."
]
},
{
"type": "list",
"items": [
"{@b Karat:} The xorn summoned by Diana who has been eating all the missing jewelry. Fiercely protective of Diana."
]
},
{
"type": "list",
"items": [
"{@b Micah:} The head servant. He is polite and kind-hearted, especially with Diana."
]
}
]
},
{
"type": "entries",
"name": "Manor Map",
"id": "Manor Map",
"entries": [
"Whenever the adventure references an encounter area, refer to the Manor Map.",
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar3/Ar3-manor-map.png"
},
"title": ""
},
{
"entries": [
"A diamond in the rough maps:",
"https://files.mcdmproductions.com/Arcadia202103/StoneManor-28x26-vtt-floor3-70PxSq.jpg",
"https://files.mcdmproductions.com/Arcadia202103/StoneManor-28x26-vtt-floor3-grid-70PxSq.jpg",
"https://files.mcdmproductions.com/Arcadia202103/StoneManor-28x32-vtt-floor2-70PxSq.jpg",
"https://files.mcdmproductions.com/Arcadia202103/StoneManor-28x32-vtt-floor2-grid-70PxSq.jpg",
"https://files.mcdmproductions.com/Arcadia202103/StoneManor-48x60-vtt-floor1-70PxSq.jpg",
"https://files.mcdmproductions.com/Arcadia202103/StoneManor-48x60-vtt-floor1-grid-70PxSq.jpg"
],
"type": "entries"
}
]
},
{
"type": "section",
"name": "Part 1: Crown Jewel",
"id": "Part 1: Crown Jewel",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"The Krystalum Manor stands proudly before you. Its three floors reach towards the sky, sunlight glistening on the polished stone walls. The building is framed by verdant hedges that bar entry into the gardens around it."
]
},
"When the characters approach the manor, Micah (neutral good half-elf commoner, he/him), a butler in a dark grey suit, greets the characters. After confirming that they're here for the job, he briskly leads them to Lord Reuben's study (area 7) on the middle floor, then excuses himself.",
{
"type": "entries",
"name": "Reuben's Study",
"id": "Reuben's Study",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"A human man with a bushy red beard sits behind a large redwood desk, which dominates the luxurious room. Once he sees you, he stands up, and gestures to the seats in front of his desk, inviting you to sit."
]
},
"Lord Reuben Krystalum (lawful evil human noble, he/him) only sits down and begins talking once the characters have complied with his silent order.",
{
"type": "entries",
"name": "Roleplaying Lord Reuben",
"entries": [
"Reuben is a gruff man who expects people to know what he wants, even if he doesn't explicitly spell out his desires.",
"As someone who expects to always get his way, he doesn't like to make compromises. Moreover, he hates small talk and lengthy conversations with those he deems below his station. If the characters ask too many questions, he becomes irritated and accuses them of not being up to the task."
]
},
{
"type": "entries",
"name": "What Reuben Knows",
"entries": [
"Lord Reuben provides the following information about the thefts:",
{
"type": "list",
"items": [
"For the past week, there have been a series of thefts in Krystalum Manor.",
"Money and jewelry were stolen from him, his wife Marina, his daughter Amy, and his son Emerson.",
"Amy was stolen from a week ago, Emerson was stolen from four days ago, and he and Marina were stolen from two days ago. The details of each theft are described in part 2."
]
},
{
"type": "list",
"items": [
"A ruby ring that Reuben is particularly fond of was taken."
]
},
"If asked if he has any other children, he repeats impatiently that Amy and Emerson were stolen from. Reuben doesn't like to think about Diana, barely considering her his daughter, and believes that bringing her up would be a waste of his time. None of the servants have been stolen from, but he's surprised if the characters ask about that, since he assumes no servant would own anything worth stealing."
]
},
{
"type": "entries",
"name": "Terms of Service",
"entries": [
"Lord Reuben also explains where the characters are allowed to investigate:",
{
"type": "list",
"items": [
"The characters are allowed in Reuben's study as long as he's present, and, as long as each respective occupant permits it and is present, in the bedrooms.",
"The characters must ask Marina for entry into the master bedroom (area 12).",
"They are also allowed to enter the gardens (area 2), library (area 13), conservatory (area 1), and parlor (area 11).",
"Amy is in her bedroom (area 8). Emerson is in the guest bedroom (area 9). Marina is in the parlor (area 11).",
"The butler will escort them throughout the house and grounds. Breaking these rules results in an immediate dismissal."
]
},
"In addition, he reminds the adventurers that they have been hired as investigators, and they don't need to worry about dealing with the culprit: he intends on punishing the thief himself. A successful DC 12 Wisdom (Insight) check reveals that he relishes the idea of inflicting violence on the unlucky thief."
]
}
]
},
{
"type": "entries",
"name": "Development",
"id": "Development",
"entries": [
"After the characters talk with Reuben and leave the study, proceed to chapter 2."
]
}
]
},
{
"type": "section",
"name": "Part 2: All That Glitters",
"id": "Part 2: All That Glitters",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Once you are back in the hallway, the butler that escorted you inside reappears and bows. \"Allow me to introduce myself. I am Micah, your chaperone for the day.\""
]
},
{
"type": "entries",
"name": "Micah",
"id": "Micah",
"entries": [
"Micah is happy to escort the characters to any of the areas that Reuben gave them permission to explore.",
{
"type": "entries",
"name": "Roleplaying Micah",
"entries": [
"Micah is polite and cordial. He tries to fulfill the characters'",
"requests as long as Reuben's orders allow him (see \"Terms of Service,\" above). Micah is one of the few people in the estate who cares about Diana; if he weren't concerned about Diana's safety, he would have left the manor long ago. He doesn't like the rest of the Krystalum family and he's certainly not paid enough to deal with them.",
"Micah becomes easily flustered if the characters hint at breaking Reuben's rules, and tries to discourage them as much as possible. He threatens to call the guards if he is seriously worried about the possibility of them disobeying the rules, and has no trouble making good on that promise if the characters test him.",
"If Diana is suspected before evidence of her involvement is uncovered, Micah also becomes quite nervous, even to the point he might seem like he's actually the culprit. He keeps diverting the characters' investigation by suggesting they seek out other people to interview or crime scenes to investigate."
]
},
{
"type": "entries",
"name": "What Micah Knows",
"entries": [
"If questioned, Micah claims he doesn't have any additional information. A successful DC 15 Wisdom (Insight)",
"check reveals that he knows more than he's letting on.",
"Micah suspects Diana is involved, but isn't sure how.",
"Unless characters have already uncovered evidence of Diana's existence, Micah refuses to tell them about her no matter how hard they try to intimidate or persuade him.",
"If he feels particularly threatened or he is affected by the zone of truth spell he calls for the guards."
]
},
{
"type": "entries",
"name": "The Butler Did It?",
"entries": [
"Given his role as butler and chaperone, Micah is a natural suspect. The characters may question him on matters not directly related to the thefts.",
"If the characters ask such questions, Micah deflects by saying that he isn't important or relevant, and that he is merely the butler. A successful DC 10 Wisdom (Insight)",
"check reveals that he certainly believes he is insignificant, but it's difficult to discern whether that means he actually is.",
"If he is asked about his opinion about the Krystalums, Micah says that they are a pleasure to work for. A successful DC 12 Wisdom (Insight) check reveals this to be a lie. He can be convinced to admit how he really feels with a successful DC 15 Charisma (Persuasion) check. Micah knows he is treated with disdain and should be paid more to put up with their attitude, but his priority is to protect Diana, from outsiders and from her own family.",
"Though Micah did not steal any of the jewelry, the thefts have certainly made him realise that crime does pay. If asked whether he would steal to supplement the fact that he is underpaid, he hesitates before stating he would not.",
"If you want to cast suspicions onto Micah, you may also choose one of the following options, or come up with your own, at your discretion:",
"notices Micah slip out of the current room.",
"He is down the hallway talking with a servant (commoner)",
"in hushed tones. A successful DC 18 Wisdom (Perception) check reveals that the servant is meant to ask Reuben what he wants for the next meal, but is too scared to.",
"check reveals that this is because he doesn't like them.",
{
"type": "list",
"items": [
"A character that fails a Wisdom (Perception) check to find clues instead notices that Micah quickly put something in his pocket. A successful DC 18 Wisdom (Perception) check reveals that it is a pocket watch.",
"The character with the highest passive Wisdom (Perception)",
"While in the presence of any of the Krystalums besides Diana, the character with the highest passive Wisdom (Insight) score notices that Micah has tensed up. A successful DC 15 Wisdom (Insight)"
]
}
]
}
]
},
{
"type": "entries",
"name": "Moving From Area To Area",
"id": "Moving From Area To Area",
"entries": [
"While moving around the manor, the characters might glimpse clues or meet people that cause their suspicions to be cast elsewhere. At your discretion, you can choose one of the following options, or come up with your own, when the characters move to a new location:",
"score of 15 or higher get the feeling that they're being watched.",
{
"type": "list",
"items": [
"Characters with a passive Wisdom (Perception)",
"The first character to turn a corner notices some movement down the hallway. At your discretion, this is either the xorn, who quickly uses Earth Glide to get away, or a servant (a commoner).",
"The character with the lowest passive Wisdom (Perception) score steps on some pieces of rock. A successful DC 15 Intelligence (Arcana) check reveals that the pieces are from the Elemental Plane of Earth.",
"One of the guards (a knight) walks past the characters and insists on accompanying them to their next room.",
"A servant (commoner) carrying bedsheets rounds a corner. A random character must succeed on a DC 12 Dexterity saving throw or be knocked prone as the servant collides with them."
]
}
]
},
{
"type": "entries",
"name": "Screw the Rules",
"id": "Screw the Rules",
"entries": [
"Whether they just want to disobey Lord Reuben's orders, they don't want to interact with the Krystalums, or they've figured out that the rooms they're allowed in don't contain the whole story, the characters can defy the \"Terms of Service\" explained in part 1. Their major hurdle is that Micah, who is always accompanying them, refuses to break those rules.",
"There are many ways to deal with Micah, including the following options:",
"Charisma (Intimidation or Persuasion) check. This check is made with advantage if the characters know about Diana already and explain that they want to help or protect her.",
{
"type": "list",
"items": [
"A character can create a diversion to distract Micah with a successful DC 12 Charisma (Deception or Performance) check. While he's preoccupied, other characters can knock Micah unconscious or sneak into the forbidden rooms.",
"Micah can be pressured or convinced into letting them enter other areas with a successful DC 15"
]
},
"Unless persuaded or prevented from doing so, Micah tells the guards or Lord Reuben if the characters disobey the rules. If this occurs, the characters are immediately dismissed and escorted from the manor by guards (see the \"General Features\" sidebar).",
{
"type": "inset",
"name": "General Features",
"entries": [
"Krystalum Manor is decorated with exquisite—and, more importantly, expensive—taste that prioritizes fashion over comfort. It has the following general features.",
"{@i Ceilings.} All of the rooms and hallways in the manor have 10-foot-high ceilings.",
"{@i Light.} The interior rooms are brightly lit by ornate wall lamps, as well as light coming through the windows during the day.",
"{@i Guards.} Three knights, one on each floor, patrol the manor's hallways, and tell Lord Reuben if the characters defy his orders."
]
}
]
},
{
"type": "entries",
"name": "Bottom Floor",
"id": "Bottom Floor",
"entries": [
"The bottom floor contains the conservatory, dining hall, and kitchen, as well as an entrance to the gardens through the conservatory.",
{
"type": "entries",
"name": "1. Conservatory",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Unlike the rest of the manor, the conservatory's walls and ceiling are glass. Leafy plants adorn its interior. At the center of the room, white wooden chairs surround a matching table. Large glass doors separate open into the gardens."
]
},
"Diana obtained clay soil from the conservatory, a necessary component in the ritual that summoned the xorn.",
{
"type": "entries",
"name": "Clues",
"entries": [
"A character who succeeds on a DC 12 Intelligence (Investigation) or Wisdom (Perception) check finds that chunks of soil around some of the plants are missing. (No check is needed if a character specifically inspects the plants.) A successful DC 14 Intelligence (Nature) check reveals that the soil removed from the plant beds is clay soil."
]
}
]
},
{
"type": "entries",
"name": "2. Gardens",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"The spacious gardens surrounding the manor are filled with a variety of flowering plants and bushes. Neatly trimmed hedges separate it from the outside world."
]
},
"There aren't any direct clues in the garden—there are no strange footprints or signs that someone climbed over the hedge wall. However these facts themselves are clues, since it means the thief may not have entered from outside.",
{
"name": "Clues",
"type": "entries",
"entries": [
"This area contains the following clues:",
{
"type": "list",
"items": [
"A character who succeeds on a DC 12 Wisdom (Survival) or Intelligence (Investigation or Nature) check finds a notable lack of footprints or any other traces in the gardens.",
"A character who is proficient with thieves' tools or who succeeds on a DC 12 Intelligence (Investigation) check finds that none of the manor's windows were tampered with from the outside. (The characters can also determine this by examining the windows from the inside.)"
]
}
]
}
]
},
{
"type": "entries",
"name": "3. Dining Hall",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"A long dining table surrounded by a dozen ornate chairs dominates this large room. Though the table is not set, lit candelabras illuminate it. The walls are decorated with framed portraits."
]
},
"The dining hall itself is not directly tied to the mystery, though it is able to offer some insight on the truth.",
{
"name": "Clues",
"type": "entries",
"entries": [
"Alongside the rest of her family, there is a portrait of Diana with her name on a plaque. She is a half-elf with long white hair, younger than the other Krystalum siblings, probably in her mid-teens at the time the portrait was painted."
]
}
]
},
{
"type": "entries",
"name": "4. Servants' Quarters",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Unlike the rest of the manor, this room is very simple and plain. It's filled with cots, each with a trunk at its foot."
]
},
"The servants' quarters don't have any clues about the thefts."
]
},
{
"type": "entries",
"name": "5. Kitchen",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"The smell of food greets you as you enter this bustling kitchen. Servants hurry around the room, preparing a meal. Focused on their tasks, they ignore you."
]
},
"If the servants are alerted to the presence of the characters, they're confused about who the characters are and why they're there. They answer questions politely, but they don't have any information about the thefts.",
{
"name": "Clues",
"type": "entries",
"entries": [
"If the servants are asked about Diana, a successful DC 15 Charisma (Persuasion) check convinces them to explain that Diana's family neglects her. If asked where her room is, the servants point to area 6."
]
}
]
},
{
"type": "entries",
"name": "6. Diana's Bedroom",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"The next door down the hallway is nondescript. No visuals or sounds that denote its room's purpose, except for a few pieces of rock scattered in front of it."
]
},
"The pieces of rock match the other pieces present in the manor. A successful DC 15 Intelligence (Arcana) check reveals that the pieces are from the Elemental Plane of Earth.",
"The interior of Diana's bedroom is described in part 3."
]
}
]
},
{
"type": "entries",
"name": "Middle Floor",
"id": "Middle Floor",
"entries": [
"Bedrooms, Reuben's study, and the parlor make up the middle floor.",
{
"type": "entries",
"name": "7. Study",
"entries": [
"This location is described in part 1 and holds no further clues to the mystery."
]
},
{
"type": "entries",
"name": "8. Amy's Bedroom",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Micah sharply knocks on the bedroom door, announcing your presence. Moments later, a young adult half-elf with purple hair opens the door. She grips a rapier in her hand. \"Well? Come in,\" she demands."
]
},
"Lady Amy Krystalum (lawful neutral half-elf noble, she/her) allows the characters to search her room, but watches their movements intently.",
"Seven days ago, Amy's bedroom was ransacked. This was the first theft, and afterwards the bedroom was tidied up so that Amy can go about her day normally. However, Amy directs the characters to a jewelry box on her desk that has not been moved since the theft.",
{
"type": "entries",
"name": "Clues",
"entries": [
"This area contains the following clues:",
{
"type": "list",
"items": [
"A now-empty jewelry box sitting on top of a desk is ripped in half. A successful DC 12 Intelligence (Investigation) check reveals that it was opened by something with claws. A character who succeeds on the check by 5 or more also finds grains of rock around the box.",
"A character who is proficient with thieves' tools or who makes a successful DC 12 Intelligence (Investigation) check notices that Amy's window hasn't been tampered with from the inside. No check is needed if the characters already noticed this fact about other windows."
]
}
]
},
{
"type": "entries",
"name": "Roleplaying Lady Amy",
"entries": [
"Amy is haughty, bold, and blunt. Unlike her parents, she has no issue giving adventurers all the information they need, demanding that they solve this problem at once. She's quick to anger; if she feels disrespected, she threatens the characters with her rapier.",
"Amy's usual strident personality is amplified by her frustrations over the situation. She secretly feels guilty that she wasn't able to stop the thefts herself."
]
},
{
"type": "entries",
"name": "What Amy Knows",
"entries": [
"Amy provides the following information about the thefts:",
{
"type": "list",
"items": [
"Amy was in the gardens (area 2) when it happened.",
"Ever since the theft, she's stayed in her room in case it happens again.",
"A pair of amethyst earrings were stolen from her jewelry box."
]
}
]
}
]
},
{
"type": "entries",
"name": "9. Guest Bedroom",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"With a knock on the door, Micah announces that you wish to talk to Lord Emerson. After a pause, the door is flung open with a flourish by a young adult half-elf with green hair. \"Adventurers! I'm charmed to make your acquaintances,\" he says dramatically. \"Please, come in!\""
]
},
"Lord Emerson Krystalum (lawful neutral, half-elf noble, he/him) gladly lets the adventurers into the room.",
{
"type": "insetReadaloud",
"entries": [
"The guest room is sparsely decorated. Its walls are white, and its furniture is well crafted but simple in design."
]
},
"The guest room itself isn't relevant to the mystery. However, it used to be Diana's before she moved downstairs, since she likes interacting with the servants more than with her own family.",
{
"type": "entries",
"name": "Roleplaying Lord Emerson",
"entries": [
"Emerson is a smug and vain man who considers himself smart. He is happy to talk to the characters, but a successful DC 12 Wisdom (Insight) check reveals that he'd rather talk about himself than the thefts to conceal the fact that he doesn't know much about the situation. If he's accused of being scared, his arrogant attitude quickly falls away to reveal a coward."
]
},
{
"type": "entries",
"name": "What Emerson Knows",
"entries": [
"Emerson provides the following information about the thefts:",
{
"type": "list",
"items": [
"He was in the library (area 13) at the time.",
"When he returned to his room, it was a mess. He immediately moved to this guest room, where he has been staying ever since.",
"He didn't actually check to see if anything was missing."
]
}
]
}
]
},
{
"type": "entries",
"name": "10. Emerson's Bedroom",
"entries": [
"If Lord Emerson is brought here from the guest bedroom (area 6), he opens the door slowly.",
{
"type": "insetReadaloud",
"entries": [
"Emerson's bedroom is a complete mess. The bed is askew. The desk is on its side. A chair is in splinters."
]
},
"Four days ago, Emerson's bedroom was broken into during the afternoon, and the scene has not been disturbed since.",
{
"type": "entries",
"name": "Clues",
"entries": [
{
"type": "list",
"items": [
"It's readily apparent that pushing over the heavy desk would have required a great deal of strength, and that the splintered chair was broken with considerable force.",
"A character who succeeds on a DC 12 Wisdom (Perception) or Intelligence (Investigation) check reveals finds small pieces of gravel scattered about the room. With a successful DC 15 Intelligence (Arcana)",
"The desk has some light scratches. A successful DC 12 Intelligence (Investigation or Nature) check reveals that the marks were made by a creature with three claws. If the characters know this information and also know that the pieces of rock came from the Elemental Plane of Earth, a successful DC 15",
"A character who succeeds on a DC 12 Wisdom (Perception) or Intelligence (Investigation) check finds an empty jewelry box under the bed. The box broke open when the desk fell. Emerson can confirm it once housed his favorite emerald cufflinks. Their absence from the box indicates to him that they were stolen.",
"A character who is proficient with thieves' tools or who makes a successful DC 12 Inteligence (Investigation) check notices that Emerson's window hasn't been tampered with from the inside."
]
}
]
}
]
},
{
"type": "entries",
"name": "11. Parlor",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Compared to the rest of the manor, the parlor is modestly decorated. Sunlight filters in through wispy curtains onto a carved mahogany table and several matching chairs.",
"An elf with icy blue hair sits at the table. She's calmly eating grapes while reading a book. Looking up as you enter the room, she snaps the book shut. \"Ah, you must be the adventurers,\" she comments cooly."
]
},
{
"type": "entries",
"name": "Roleplaying Lady Marina",
"entries": [
"Lady Marina Krystalum (lawful evil elf noble, she/her) is cold and judgmental, which she doesn't bother to hide. Though she holds great disdain for adventurers and other people who work for a living, she's more forthright with information than her husband, as long as the characters treat her with respect.",
"Though Marina would hate to admit it, she is also scared, and fears that the next time someone breaks in, she'll be attacked."
]
},
{
"type": "entries",
"name": "What Marina Knows",
"page": 0,
"entries": [
{
"type": "list",
"items": [
"After the thief stole from Amy and Emerson, Reuben and Marina stationed a guard outside their bedroom at all times.",
"Two nights ago, while trancing, Marina noticed a strange shadow through the bed's curtains.",
"By the time Marina she got out of bed, the thief already vanished with the stolen items.",
"The thief took Marina's favorite aquamarine necklace and Reuben's ruby ring."
]
}
]
}
]
}
]
},
{
"type": "entries",
"name": "Top Floor",
"id": "Top Floor",
"entries": [
"The master bedroom and the library are on the top floor.",
{
"type": "entries",
"name": "12. Master Bedroom",
"entries": [
"There is a guard present outside this room, as directed by Lord and Lady Krystalum. If Lady Marina is brought here from the parlor (area 8), she cautiously opens the door, only relaxing once it is clear no one is inside.",
{
"type": "insetReadaloud",
"entries": [
"The master bedroom certainly lives up to its status. A four poster bed dominates the space, while a set of wardrobes and a vanity are flush against the walls. A plush red and blue rug covers the stone floor."
]
},
"Two days ago, the thief stole from this area during the night. Lord Reuben and Lady Marina never left the room unsupervised. Because of this complication in Diana's plan, this theft was a stealthier one that didn't leave any mess.",
{
"type": "entries",
"name": "Clues",
"page": 0,
"entries": [
"This area contains the following clues:",
{
"type": "list",
"items": [
"Lady Marina explains that the jewellery boxes containing the aquamarine necklace and ruby ring were on the vanity when they were taken.",
"Marina recalls that the thief's footsteps folded the edge of the rug near the vanity. Small pieces of rock can be found under this rug. A character who succeeds on a DC 15 Intelligence (Arcana) check can tell that the pieces are from the Elemental Plane of Earth. (No check is needed if the characters have already determined this fact about other bits of rock they've found.)",
"A character who is proficient with thieves' tools or who makes a successful DC 12 Intelligence (Investigation) check notices that Reuben and Marina's window hasn't been tampered with from the inside. No check is needed if the characters already noticed this fact about other windows."
]
}
]
}
]
},
{
"type": "entries",
"name": "13. Library",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Bookshelves upon bookshelves filled with tomes line the walls of this room. Comfortable chairs surround a small table in the center of the floor."
]
},
"Though the library isn't relevant to thefts themselves, Diana would never have been able to learn how to summon the xorn without a book from the library.",
{
"type": "entries",
"name": "Clues",
"page": 0,
"entries": [
"This area contains the following clues:",
{
"type": "list",
"items": [
"Diana learned how to summon the xorn using a book titled {@i From Earth}. A character who examines the bookshelves and succeeds on a DC 15 Intelligence (Investigation) check can tell that the book isn't in the right section of the library. This check is made with advantage if the characters already suspect an elemental is involved.",
"{@i From Earth} details a xorn summoning ritual that requires clay soil and 1000 gp worth of precious gemstones. The ritual is identical to the conjure elemental spell, except the casting time is 2 hours, it doesn't require concentration, the duration is permanent, and the elemental takes its own actions instead of obeying commands. The xorn becomes hostile toward the caster if mistreated or disrespected. This ritual can only be cast once a year.",
"The book explains that xorns eat metals and jewels, and that they are capable of reasoning and not malicious."
]
}
]
}
]
}
]
},
{
"type": "entries",
"name": "Development",
"id": "Development 2",
"entries": [
"Once the characters head towards Diana's room, proceed to chapter 3."
]
}
]
},
{
"type": "section",
"name": "Part 3: Crystal Clear",
"id": "Part 3: Crystal Clear",
"entries": [
"Once the characters have gathered clues and pieced together the mystery, they must confront Diana and the xorn.",
{
"type": "entries",
"name": "Diana's Bedroom",
"id": "Diana's Bedroom",
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar3/Ar3-diana.png"
},
"title": ""
},
{
"type": "insetReadaloud",
"entries": [
"A young adult half-elf with white hair looks at you from the back of a room that is more of a refurbished storage room than a place to sleep. \"Uh, hello? What are you doing in my bedroom?\" she demands."
]
},
{
"type": "entries",
"name": "Roleplaying Lady Diana",
"entries": [
"Lady Diana Krystalum (neutral good half-elf noble, she/her) has been shaped by how her family treats her. She is angry, determined, and cautious, but ultimately these traits are self-defense mechanisms, for she is also scared and vulnerable.",
"Diana wants help getting out of her situation, but she knows that trusting the wrong people will get her hurt and cause more trouble with her family. Her experiences have taught her to expect the worst of people unless she has a reason to think otherwise."
]
},
{
"type": "entries",
"name": "Questioning Lady Diana",
"entries": [
"If the characters ask Diana questions, her annoyance is clear. She repeatedly insists that they should get out of her room, and only answers the two following questions, trying to get them to leave:",
"If asked who she is, Diana simply replies she is no one important. Though perhaps not the answer the adventurers are looking for, this is how she honestly feels.",
"If asked if she's had any jewelry stolen, Diana scoffs and says no, asking whether it looks like she has any possessions worth taking.",
"Otherwise, Diana bluntly claims that she doesn't know what they're talking about. A successful DC 15 Wisdom (Insight) check reveals that she's lying. If she is called out on the lie, she refuses to tell the characters how she is involved.",
"If the characters found Diana's room without enough evidence to prove that she's behind the thefts, they can always leave and return later with proof."
]
},
{
"type": "entries",
"name": "Confronting Lady Diana",
"entries": [
"If the adventurers have figured out Diana is responsible and confront her with proof, the xorn emerges from the floor.",
{
"type": "insetReadaloud",
"entries": [
"Before you can say anything else, a creature made out of rock with three legs, three arms, a single eye, and a gaping maw rises from the ground in front of Diana."
]
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar3/Ar3-karat.png"
},
"title": ""
},
"Diana plans to test the characters. She hopes they can help her out of her situation, but first wants to know if they are people who try talking even in the face of danger, or if they attack perceived threats without question."
]
},
{
"type": "entries",
"name": "Roleplaying the Xorn",
"entries": [
"The {@creature xorn} (who can speak and understand Common and Terran and has given Diana permission to call it Karat) likes Diana, partially because it sympathizes with her plight, and also because of how many jewels she feeds the elemental.",
"Xorns can be reasoned with. Coins, metal weapons, and gemstones, can be offered to show no harm is meant. A character who does so gains advantage on any Charisma checks made to interact positively with Diana and Karat."
]
},
{
"type": "entries",
"name": "Talking with Diana and the Xorn",
"entries": [
"Diana reacts coldly and defensively if the characters accuse her of theft and aren't willing to hear her side of the story. She orders the xorn to attack unless the characters back down.",
"Characters who talk to Diana with kindness and understanding and succeed on a DC 15 Charisma (Persuasion) check convince Diana to tell her side of the story, as described in \"Background\" at the beginning of this adventure. On a failure, the DC for this check is lowered to 12. If the second check fails, Diana becomes frustrated and commands the xorn to attack.",
"Characters have advantage on this check if they appeal to Diana's hatred of her family by commiserating with her about her mistreatment.",
"If the characters aren't sympathetic to Diana's situation and want to tell Lord Reuben what she's done, she commands the xorn to attack."
]
},
{
"type": "entries",
"name": "Fighting Diana and the Xorn",
"entries": [
"The xorn attacks only if provoked or commanded by Diana.",
"Though she summoned the xorn, Diana doesn't have enough experience to use magic in combat. She only acts in self defense.",
"The xorn focuses on defending Diana, and prioritizes attacking anyone who gets close to her. However, the elemental doesn't have a death wish. The xorn focuses on foes who deal a lot of damage, using its Earth Glide ability to appear right next to the target.",
"Diana surrenders if the xorn is killed, breaking down in tears. If asked what happened to the stolen jewelry, she confesses that the xorn ate them and that they are long gone."
]
}
]
},
{
"type": "entries",
"name": "Development",
"id": "Development 3",
"entries": [
"If the characters want to help Diana, proceed to conclusion A. If the adventurers plan on telling her father the truth, proceed to conclusion B."
]
}
]
},
{
"type": "section",
"name": "Conclusion A",
"id": "Conclusion A",
"entries": [
"Diana can leave Krystalum Manor without interference at any time—after all, her family pretends that she doesn't exist. However, she has no idea how to navigate everyday life or go about making her own way in the world, so she needs someone to accompany her and her xorn friend.",
"Diana is happy to leave with the characters or with Micah—either way, Micah quits his job when she leaves—but she worries that if she asks Micah to come with her, her family will find and punish him.",
"To help Diana as much as possible, the characters may wish to deal with Lord Reuben before leaving. Below are two possible options.",
{
"type": "entries",
"name": "Playing Dirty",
"id": "Playing Dirty",
"entries": [
"Characters who want to avoid direct confrontation, or still want Lord Reuben's reward, can choose to forge or tamper evidence to create a new narrative. The xorn is happy to help with this.",
"Convincing Lord Reuben to believe the story requires a successful DC 20 Charisma (Deception) check. This check is made with a +1 bonus for each piece of forged or tampered evidence the characters produce.",
"On a success, Lord Reuben also gives the characters their promised 200 gp each and promptly dismisses them.",
"On a failure, he is suspicious of the characters but is still willing to listen to them. The Charisma (Deception) check can be repeated, but if the check fails a second time, Lord Reuben recognises that he is being deceived and calls the guards (see \"Stand Your Ground\")."
]
},
{
"type": "entries",
"name": "Stand Your Ground",
"id": "Stand Your Ground",
"entries": [
"Characters can choose to return to Lord Reuben's study to confront him about the daughter he failed to mention. Outraged, Lord Reuben calls on the knight patrolling the middle floor to escort the characters out.",
"If the characters fight, the xorn appears out of the ground to help them. The knights patrolling the top floor and bottom floor arrive on the second and third rounds of combat respectively.",
"Lord Reuben surrenders if the knights are all knocked unconscious. He gives the promised payment to the characters with a successful DC 10 Charisma (intimidation) check."
]
},
{
"type": "entries",
"name": "Diamond in the Rough",
"id": "Diamond in the Rough",
"entries": [
"If the characters help her, Diana gives them a diamond worth 100 gp as thanks."
]
}
]
},
{
"type": "section",
"name": "Conclusion B",
"id": "Conclusion B",
"entries": [
"Lord Reuben listens intently, concealing any emotions behind cold professionalism, to what the characters tell him. At first, Lord Reuben doesn't believe Diana has the courage to pull off so many robberies and laughs if the adventurers present this theory without evidence. If the characters present proof that Diana was behind the thefts, he briskly gives them their promised 200 gp each and dismisses them without thanks or indication of how he intends to punish Diana.",
"A visibly distressed Micah leads the adventurers out of the manor. He clearly wants to protest the situation but won't stand up for the characters unless they also object. Lord Reuben calls the guards if the adventurers outstay their welcome or change their mind on siding with him (see \"Stand Your Ground\")."
]
},
{
"type": "section",
"name": "Experience Point Awards",
"id": "Experience Point Awards",
"entries": [
"Regardless of how the adventure ends, the characters each gain 1000 XP in addition to any XP gained from combat encounters. If they managed to avoid combat for the entirety of the adventure, the characters each gain an additional 500 XP."
]
},
{
"type": "section",
"name": "Appendix: Xorn Allies",
"id": "Appendix: Xorn Allies",
"entries": [
"Either because they befriended Karat or because they summoned a xorn of their own, characters have the potential to gain a xorn ally from this adventure.",
{
"type": "entries",
"name": "Loyalty",
"id": "Loyalty",
"entries": [
"Xorns summoned using From Earth take their own actions instead of obeying commands. However, if they are treated as equals, not used as mere tools, and well-fed, they listen to suggestions from their allies.",
"Karat, the xorn summoned by Diana, is loyal to her and follows her orders out of trust and respect. Characters can also suggest certain actions to Karat, but Diana's wishes supersede suggestions from anyone else.",
"Xorns become hostile if mistreated or disrespected."
]
},
{
"type": "entries",
"name": "Upkeep",
"id": "Upkeep",
"entries": [
"Xorns are incredibly powerful for the level range this adventure is designed for. However, their upkeep is not cheap. Each week, a xorn must consume gemstones and precious metals worth a total of at least 200 gp, or it gains a level of exhaustion. Consuming an additional 200 gp worth of gemstones or precious metals reduces the xorn's exhaustion level by 1."
]
},
{
"type": "entries",
"name": "Desires",
"id": "Desires",
"entries": [
"The Elemental Plane of Earth is brimming with more metals and jewels than xorns could ever eat in their lifetimes. Because of this, a xorn gains a strong motivation to stay on the Material Plane, such as Karat's desire to protect Diana, it wants to return to its home plane."
]
}
]
}
]
}
]
}
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"item": [
{
"name": "Airskimmer Bridle",
"source": "Ar4",
"page": 3,
"rarity": "uncommon",
"wondrous": true,
"entries": [
"While a creature with the Mounted trait wears this bridle and bit, it gains the following benefits:",
{
"type": "list",
"items": [
"Any swimming or burrowing speed becomes a flying speed, and the creature can hover.",
"The creature can breathe air and water.",
"The creature weighs half as much as it normally does."
]
}
]
},
{
"name": "Bell of the Extrastable Stable",
"source": "Ar4",
"page": 3,
"rarity": "very rare",
"wondrous": true,
"reqAttune": true,
"entries": [
"This large cowbell is engraved with a symbol that resembles a stable door. When you ring the bell, a 10-foot-square portal opens in an unoccupied space of your choice within 5 feet of you. Only you and creatures within 30 feet of you that you choose when you ring the bell can enter the portal.",
"The portal leads to an extradimensional, spacious stable with room for up to eight Large creatures to live comfortably. The stable changes to meet the needs of its inhabitants, providing food and other essentials for the creatures that stay there. A quiet spirit that resembles a bugbear tends to the stable and any inhabitant's needs. The spirit follows your orders and can perform any task a normal bugbear could perform, but can't attack or take any action that would directly harm another creature.",
"When you leave the stable or ring the bell a second time, the portal closes. The stable can be accessed twice. Afterwards, a new portal to the stable can't be opened until the next dawn.",
"Items that create their own extradimensional spaces can be safely brought into the stable due to its extrastable nature. However, the usual consequences from intersecting two lesser extradimensional spaces (e.g. placing {@item a portable hole} inside of {@item a bag of holding}) while inside the stable still apply."
]
},
{
"name": "Meld Harness",
"source": "Ar4",
"page": 3,
"rarity": "very rare",
"wondrous": true,
"reqAttune": "by the rider",
"entries": [
"While mounted on a willing creature that wears this harness, you can use an action to speak a command word and meld yourself, the harness, and all the equipment you carry into the mounted creature or vice versa. The absorbed creature's presence is not detectable by nonmagical senses.",
"While melded, the mounted creature's mind is linked with yours, and you can communicate with each other telepathically. The creature that isn't absorbed gains the following properties:",
{
"type": "list",
"items": [
"It gains any damage resistances, immunities, and special senses (such as darkvision) that the absorbed creature has.",
"If it takes damage, the absorbed creature takes the same amount and same type of damage.",
"If it dies, the absorbed creature is expelled from its body, landing {@condition prone} into an unoccupied space within 5 feet of the corpse."
]
},
"The absorbed creature can perceive everything the other perceives, but can't move, speak, or take any actions. Either creature can end the absorption on its turn without taking any action."
]
},
{
"name": "Return Bridle and Crop",
"source": "Ar4",
"page": 3,
"rarity": "uncommon",
"wondrous": true,
"entries": [
"A creature with the Mounted trait that wears this bridle is linked with you telepathically while you hold the crop. The creature can communicate with you over any distance as long as the bridle and crop are on the same plane of existence.",
"Once per day while holding the crop, you can use your action to swing it in an unoccupied space within 5 feet of you with enough room for the creature. The creature is instantly teleported into that space. You can't transport the creature again in this way until next dawn."
]
},
{
"name": "Size Saddle",
"source": "Ar4",
"page": 4,
"rarity": "varies",
"wondrous": true,
"entries": [
"The size saddle takes 1 minute to fasten on an appropriately-sized creature. While a creature wears this saddle, the creature's size changes until it is removed. Other items besides the saddle worn or carried by the creature don't change size with it.",
"{@b {@i Medium or Large Size Saddle of Shrinking (Common).}} A willing creature wearing this saddle shrinks, becoming Tiny. It now fits within 1 cubic foot of space and weighs 1 pound. The creature has disadvantage on Strength checks and Strength saving throws, and its natural weapon attacks now deal 1 damage.",
"{@b {@i Tiny or Small Size Saddle of Growing (Uncommon).}} A willing creature wearing this saddle grows, becoming Large. It expands to a size within 10 cubic feet of space and weighs up to 800 pounds. If there is not enough room for the creature to grow, it reaches the maximum size available in the space, continuing to grow as more space becomes available. Additionally, the creature's natural weapon attacks deal an extra {@damage 1d4} damage.",
"{@b {@i Huge or Gargantuan Size Saddle of Shrinking (Very Rare).}} A willing creature wearing this saddle shrinks, becoming Large. It now fits within 10 cubic feet of space and weighs 800 pounds. The creature has disadvantage on Strength checks and Strength saving throws, and all the creature's natural weapon attacks deal {@dice 2d4} less damage (this can't reduce the damage below 1)."
]
},
{
"name": "Wander Pool",
"source": "Ar4",
"page": 3,
"rarity": "very rare",
"wondrous": true,
"entries": [
"This fine blue cloth is akin to a {@item portable hole}. It can be unfurled into an oblong sheet 10 feet long and 8 feet wide.",
"You can use an action to unfold a wander pool and place it on the ground, whereupon the wander pool creates an extradimensional hole filled with water 10 feet deep. The space within the hole exists on a different plane, so it can't be used to create passages. None of the water native to the hole can spill outside the bounds of the space.",
"While a creature swims within the pool, the wander pool moves along the ground at the same speed. If there is no longer ground beneath the pool, it falls at the rate the creature would fall to the ground.",
"You can use an action to close a wander pool by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the pool, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the cloth weighs next to nothing.",
"When the pool is folded, any creature in it is completely submerged. A creature within the folded pool's extradimensional space can make a DC 10 Strength check as an action. On a successful check, the creature forces its way out and appears within 5 feet of the pool or the creature carrying it."
]
},
{
"name": "Water Wagon",
"source": "Ar4",
"page": 3,
"rarity": "uncommon",
"wondrous": true,
"entries": [
"This wagon carries a suspended 10-foot cube of weightless water. Creatures, objects, and magic can freely pass through the tank, but none of the water can spill outside the bounds of the wagon.",
"A creature submerged in the wagon's tank can pilot the wagon's movement using its swimming speed. However, it can't take the Dash action unless the wagon is on a decline.",
"If there are multiple creatures submerged in the tank, only the creature that has been there for the longest consecutive amount of time gains these benefits."
]
},
{
"name": "Water Wings",
"source": "Ar4",
"page": 3,
"rarity": "uncommon",
"wondrous": true,
"entries": [
"While a creature with the Mounted trait wears these adorable water wingies, it gains the following properties:",
{
"type": "list",
"items": [
"Its fastest speed becomes a swimming speed if it does not already have one.",
"It has an additional 10 foot swimming speed while rising toward the surface of the liquid in a straight line.",
"It and one creature riding it can breathe in water."
]
}
]
},
{
"name": "Null Fold",
"source": "Ar4",
"page": 20,
"rarity": "rare",
"wondrous": true,
"entries": [
"These soft, grey leather wraps the size of a large spellbook are imprinted with the lock-and-chain symbol of the Chained Library. They prevent a scroll or book placed within them from exerting any influence on the person carrying it. Objects in the null fold can't be targeted by any divination magic or perceived through magical scrying sensors.",
"Magic items within the null fold become nonmagical until the wrappers are removed. Interacting with the object to inspect, read, or otherwise use it requires removing it from the null fold."
]
},
{
"name": "Scribe's Lenses",
"source": "Ar4",
"page": 21,
"rarity": "rare",
"wondrous": true,
"entries": [
"Wondrous item, rare While you wear this smoked glass lorgnette on a fine iron chain, you can understand written languages as if you were under the effect of the {@spell comprehend languages} spell. Alternatively, you can choose not to understand the words you read, allowing you to look at but not trigger or understand the words of hazardous texts. The scribes of the Chained Library use these lenses to copy dangerous books without harm to their minds.",
"Additionally, while you wear the scribe's lenses, you can't be {@condition charmed} or possessed by constructs or sentient magic items, and sentient magic items can't communicate with you."
]
},
{
"name": "A Revised History of the World",
"source": "Ar4",
"page": 21,
"rarity": "artifact",
"wondrous": true,
"entries": [
"Thick straps stamped with intricate sigils are buckled around the red leather cover of this massive book. The work inside is a handwritten manuscript, filled with footnotes, revisions, and corrections. The book contains a history of all significant events for the last two hundred years—and this history can be edited. A careless scratch can erase the founding of a kingdom and a quick note can change the outcome of a war. Revising history creates a new, branching timeline in which that change applies. The ripple effect of unintended consequences is significant, and changes always come with severe, unwelcome consequences: the early death of an evil king creates a power vacuum that allows a new tyrant to rise; preventing a plague leads to overpopulation and famine.",
"If you make a revision in the timeline using this book, you remember the original timeline and the change you've made, but struggle to separate the two. Your Intelligence score is permanently reduced by 2 and can't be restored by any means.",
"Each time the book is changed, there is a 10% chance that the latest revision creates so many conflicts with previous versions that the book goes up in flames and is destroyed, and the change fails to take effect."
]
},
{
"name": "Corpus Eternitas",
"source": "Ar4",
"page": 21,
"rarity": "artifact",
"wondrous": true,
"entries": [
"Each page of this book measures three feet by two feet, and the entire volume is over three feet thick. Its sapphire blue, wooden covers are sealed with six locks, each key carried by a different librarian.",
"The Corpus Eternitas holds the deepest secrets of the fundamental nature of magic. If you spend no fewer than 8 hours each day reading it, over the course of one year, you gain a permanent +2 bonus to your spell save DC and spell attack rolls.",
"In addition, by practicing the techniques described within the book, you tear the fabric of reality, opening portals to other planes. The GM determines where these portals lead, and what comes through them.",
"For the first six months of reading, one such portal opens each month, within 100 miles of the book. For the next five months, one portal opens each week. In the last month of reading, a new portal opens each day. These portals remain open until closed by a ritual contained in On Gates (also in the Chained Library's collection)."
]
}
],
"monster": [
{
"name": "Axolottle Mount",
"source": "Ar4",
"page": 7,
"size": [
"L"
],
"sizeNote": "mounted",
"type": "beast",
"alignment": [
"U"
],
"ac": [
{
"special": "10 + PB (natural armor)"
}
],
"hp": {
"average": 34,
"formula": "4d10 + 12"
},
"speed": {
"walk": 25,
"swim": 40
},
"str": 13,
"dex": 10,
"con": 16,
"int": 3,
"wis": 8,
"cha": 12,
"passive": 9,
"save": {
"dex": "+0 + PB",
"con": "+3 + PB"
},
"resist": [
"poison"
],
"cr": "1",
"trait": [
{
"name": "Mounted",
"entries": [
"During a long rest, the axolottle can designate one creature that rode it within the last 10 days as its rider. The axolottle gains temporary hit points equal to 4 times the rider's level or challenge rating after completing the long rest. The axolottle uses its rider's proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects."
]
},
{
"name": "Amphibious",
"entries": [
"The axolottle can breathe air and water."
]
},
{
"name": "Oxygenated Skin",
"entries": [
"Any non-{@condition incapacitated} creature that maintains skin contact with the axolottle's body can breathe underwater, and it regains a number of hit points equal to half the hit points the axolottle regains when it uses its Regeneration trait (rounded down)."
]
},
{
"name": "Regeneration",
"entries": [
"The axolottle regains 3 + PB hit points at the start of its turn. If the axolottle takes acid or fire damage, this trait doesn't function at the start of the axolottle's next turn. The axolottle dies only if it starts its turn with 0 hit points and doesn't regenerate."
]
},
{
"name": "Vim and Vigor",
"entries": [
"The axolottle uses its Constitution modifier for its weapon attack and damage rolls."
]
}
],
"action": [
{
"name": "Spit Bubble",
"entries": [
"{@atk mw,rw} {@hit 3 + PB} to hit, reach 5 ft. or range 30 ft., one target. {@h}7 ({@damage 1d8 + 3}) thunder damage, and the target must succeed on a {@dc 8} + PB Constitution saving throw or become {@condition stunned} until the start of its next turn."
]
},
{
"name": "Axowall (2/Day)",
"entries": [
"The axolottle extends its gills and creates a barrier with its face. The axolottle, its rider, and any creature within 10 feet directly behind it has three-quarters cover until the end of the axolottle's next turn."
]
}
],
"fluff": {
"entries": [
"The hardy salamanders of the axol family range from the foot-long axolittle to the imposing 8-foot axolottle. Their thick, rubbery skin stays slick as it filters impurities and potent toxins from their bodies. Axol families use this ability to purify dirty or {@condition poisoned} bodies of water, attracting a bountiful supply of food into their territory.",
"Some priestly orders raise axolottles to clean infected water in the wake of disasters."
],
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"traitTags": [
"Amphibious",
"Regeneration"
],
"miscTags": [
"MW",
"RW"
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"conditionInflict": [
"stunned"
]
},
{
"name": "Chuul Mount",
"source": "Ar4",
"page": 8,
"size": [
"L"
],
"sizeNote": "mounted",
"type": "aberration",
"alignment": [
"U"
],
"ac": [
{
"special": "13 + PB (natural armor)"
}
],
"hp": {
"average": 85,
"formula": "10d10 + 30"
},
"speed": {
"walk": 30,
"swim": 30
},
"str": 19,
"dex": 10,
"con": 16,
"int": 5,
"wis": 11,
"cha": 5,
"skill": {
"perception": "+0 + PB"
},
"senses": [
"darkvision 60 ft."
],
"passive": "10 + PB",
"immune": [
"poison"
],
"conditionImmune": [
"poisoned"
],
"languages": [
"understands Deep Speech but can't speak"
],
"cr": "4",
"trait": [
{
"name": "Mounted",
"entries": [
"During a long rest, the chuul can designate one creature that rode it within the last 10 days as its rider. The chuul gains temporary hit points equal to the rider's level or challenge rating after completing the long rest. The chuul uses its rider's proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects."
]
},
{
"name": "Amphibious",
"entries": [
"The chuul can breathe air and water."
]
},
{
"name": "Sense Magic",
"entries": [
"The chuul senses magic within 120 feet of it at will and makes a low clicking noise that can be heard by its rider when it does so. This trait otherwise works like the {@spell detect magic} spell but isn't itself magical."
]
}
],
"action": [
{
"name": "Vice Grip",
"entries": [
"{@atk mw} {@hit +4 + PB} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage. The target is {@condition grappled} (escape {@dc 12} + PB) if it is a Large or smaller creature and the chuul doesn't have two other creatures {@condition grappled}."
]
},
{
"name": "Vimsipper Tentacles",
"entries": [
"One creature {@condition grappled} by the chuul must succeed on a {@dc 10} + PB Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned}, the target is {@condition paralyzed}, and any spells or other magical effects affecting the target are suppressed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each time the target fails this saving throw, the chuul regains {@dice 1d4 hit} points."
]
},
{
"name": "Disrupting Trill (1/Day)",
"entries": [
"The chuul lets out an discomforting clicking sound in a 60-foot cone, causing the area to vibrate with a field of antimagic until the end of its next turn. This effect works like the {@spell antimagic field} spell."
]
}
],
"reaction": [
{
"name": "Carapace Cover",
"entries": [
"The chuul's rider can use their reaction to gain a +2 bonus to AC until the start of its next turn. The chuul's AC is reduced by 2 until the start of its next turn."
]
}
],
"fluff": {
"entries": [
"Long ago, aboleths imbued chuuls with a powerful drive to seek out and collect sources of magic. That's why deep-sea treasure hunters favor these magic-seeking mounts! Experienced chuul riders can dive to incredible depths in search of jewels and ancient artefacts."
],
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"traitTags": [
"Amphibious"
],
"senseTags": [
"D"
],
"miscTags": [
"AOE",
"MW",
"RCH"
],
"conditionInflict": [
"grappled",
"paralyzed",
"poisoned"
]
},
{
"name": "Bulette Mount",
"source": "Ar4",
"page": 9,
"size": [
"L"
],
"sizeNote": "mounted",
"type": "monstrosity",
"alignment": [
"U"
],
"ac": [
{
"special": "15 + PB (natural armor)"
}
],
"hp": {
"average": 84,
"formula": "8d10 + 40"
},
"speed": {
"walk": 40,
"burrow": 40
},
"str": 19,
"dex": 11,
"con": 21,
"int": 2,
"wis": 10,
"cha": 5,
"skill": {
"perception": "+0 +PB"
},
"senses": [
"darkvision 60 ft.",
"tremorsense 60 ft."
],
"passive": "10 + PB",
"cr": "5",
"trait": [
{
"name": "Mounted",
"entries": [
"During a long rest, the bulette can designate one creature that rode it within the last 10 days as its rider. The bulette gains temporary hit points equal to the rider's level or challenge rating after completing the long rest. The bulette uses its rider's proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects."
]
},
{
"name": "Plated Protection",
"entries": [
"The rider can ride on the bulette while it burrows."
]
},
{
"name": "Standing Leap",
"entries": [
"The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start."
]
},
{
"name": "Trenchshot",
"entries": [
"The bulette carves a trench 3 feet deep when it takes the Dash action to move over sand, earth, or mud, causing the spaces it moves out of to become difficult terrain. The bulette's casing vibrates and audibly buzzes as it moves."
]
}
],
"action": [
{
"name": "Flintlock Bite",
"entries": [
"{@atk mw} {@hit +4 + PB} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d12 + 4}) piercing damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 12} + PB Strength saving throw or its speed is reduced to 0 until the end of its next turn."
]
},
{
"name": "Artillery Leap (2/Day)",
"entries": [
"The bulette can jump up to its speed. It can then use this action to land on its feet in a space that contains one or more other creatures. Each creature under and within 5 foot of the bulette when it lands must succeed on a {@dc 12} + PB Dexterity saving throw or be knocked {@condition prone} and take 11 ({@damage 2d6 + 4}) bludgeoning damage. A creature directly underneath the bulette takes an additional 14 ({@damage 3d6 + 4}) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked {@condition prone}, and if the target was beneath the bulette it is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls {@condition prone} in the bulette's space."
]
}
],
"reaction": [
{
"name": "Bulletproof",
"entries": [
"When the rider or the bulette has to make a Dexterity saving throw to avoid damage, the rider can use their reaction to use the bulette's Constitution modifier in place of the Dexterity modifier on the save."
]
}
],
"fluff": {
"entries": [
"Bulette Rumors abound of a crew of sand pirates who ride bulettes under cover of night to ambush merchant caravans. How the criminals tempered the devastating monsters is a mystery, but the wreckage from their attacks is undeniable. Those who live to tell the tale remember a faint buzzing before the devastating impact—the vibration of the bulettes' casing as they tear through the terrain."
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%204%20Images/0002.webp"
}
}
]
},
"senseTags": [
"D",
"T"
],
"miscTags": [
"MW"
],
"conditionInflict": [
"prone"
]
},
{
"name": "Juvenile Purple Worm Mount",
"source": "Ar4",
"page": 10,
"size": [
"H"
],
"sizeNote": "mounted",
"type": "monstrosity",
"alignment": [
"U"
],
"ac": [
{
"special": "16 + PB (natural armor)"
}
],
"hp": {
"average": 100,
"formula": "8d12 + 48"
},
"speed": {
"walk": 50,
"burrow": 30
},
"str": 24,
"dex": 7,
"con": 22,
"int": 1,
"wis": 8,
"cha": 4,
"senses": [
"blindsight 30 ft.",
"tremorsense 60 ft."
],
"passive": 9,
"cr": "5",
"trait": [
{
"name": "Underground Stealth",
"entries": [
"While underground, the worms's Dexterity (Stealth) modifier is {@d20 -2 + PB}."
]
},
{
"name": "Mounted",
"entries": [
"During a long rest, the worm can designate one creature that rode it within the last 10 days as its rider. The worm uses its rider's proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects."
]
},
{
"name": "Mauve the Earth",
"entries": [
"The worm's Tail Stinger attack has a reach of 15 feet and deals an additional 5 ({@damage 2d4}) piercing damage when the worm is underground and targets a creature above ground."
]
},
{
"name": "Plated Protection",
"entries": [
"The rider can ride on the worm while it burrows."
]
},
{
"name": "Tunneler",
"entries": [
"The worm can burrow through solid rock at half its burrow speed and leaves a 8-foot-diameter tunnel in its wake."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"{@atk mw} {@hit +7 + PB} to hit, reach 10 ft., one target. {@h}17 ({@damage 3d6 + 7}) piercing damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 12} + PB Dexterity saving throw or be swallowed by the worm. A swallowed creature is {@condition blinded} and {@condition restrained}, it has total cover against attacks and other effects outside the worm, and it takes 15 ({@damage 6d4}) acid damage at the start of each of the worm's turns.",
"If the worm takes {@damage 15} damage or more on a single turn from a creature inside it, the worm must succeed on a {@dc 21} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}."
]
},
{
"name": "Tail Stinger (1/Day)",
"entries": [
"{@atk mw} +7 + PB to hit, reach 10 ft., one target. {@h}14 ({@damage 3d4 + 7}) piercing damage, and the target must make a {@dc 12} + PB Constitution saving throw, taking 30 ({@damage 12d4}) poison damage on a failed save, or half as much damage on a successful one."
]
}
],
"fluff": {
"entries": [
"Purple Worm She who tames an adult purple worm is not to be trifled with.",
"Juvenile worms separated from their parents become invaluable landscapers for small settlements, as long as the monstrosities have ample food and space to roam. Their massive, segmented trunks repel earth away from their bodies as they dig, covering daring riders as they submerge."
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%204%20Images/0003.webp"
}
}
]
},
"senseTags": [
"B",
"T"
],
"actionTags": [
"Swallow"
],
"miscTags": [
"MW",
"RCH"
],
"conditionInflict": [
"blinded",
"restrained"
],
"traitTags": [
"Tunneler"
],
"savingThrowForced": [
"constitution"
]
},
{
"name": "Phlox, \"the Great Conductor\"",
"source": "Ar4",
"page": 11,
"size": [
"G"
],
"type": "monstrosity",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 18,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 247,
"formula": "15d20 + 90"
},
"speed": {
"walk": 50,
"burrow": 30,
"swim": 30
},
"str": 28,
"dex": 7,
"con": 22,
"int": 16,
"wis": 16,
"cha": 16,
"save": {
"con": "+11",
"wis": "+4"
},
"senses": [
"blindsight 30 ft.",
"tremorsense 60 ft."
],
"languages": [
"telepathy 120ft."
],
"passive": 9,
"cr": "15",
"trait": [
{
"name": "Tunneler",
"entries": [
"Phlox can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake."
]
},
{
"name": "Air",
"entries": [
"Phlox doesn't require air."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Phlox makes two attacks: one with its bite and one with its stinger."
]
},
{
"name": "Bite",
"entries": [
"{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d8 + 9}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 19} Dexterity saving throw or be swallowed by Phlox. A swallowed creature is {@condition blinded} and {@condition restrained}, it has total cover against attacks and other effects outside Phlox, and it takes 21 ({@damage 6d6}) acid damage at the start of each of Phlox's turns. Phlox can suppress the acid and additional effects of swallowing a creature.",
"If Phlox takes 30 damage or more on a single turn from a creature inside it, Phlox must succeed on a {@dc 21} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of Phlox. If Phlox dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}."
]
},
{
"name": "Tail Stinger",
"entries": [
"{@atk mw} {@hit 14} to hit, reach 10 ft., one creature. {@h}19 ({@damage 3d6 + 9}) piercing damage, and the target must make a {@dc 19} Constitution saving throw, taking 42 ({@damage 12d6}) poison damage on a failed save, or half as much damage on a successful one."
]
}
],
"fluff": {
"entries": [
"The Great Conductor hungers for distances. This sapient purple worm has dug through surfaces both solid and supernatural for centuries. The moment they awakened is lost to the miles, but the road ahead promises to wind for as long as they hunger.",
"Over the years, Phlox has found great distances to traverse by ferrying smallfolk with important destinations in their stomach. The worm normally follows the booms of thunderstorms and earthquakes while they have no destination—but when a prospective passenger drums the ground loudly enough and calls out the worm's name, Phlox makes their approach.",
"The worm answers the call of anyone in need, but with a catch: if the distance wasn't satisfying enough, Phlox takes their payment in food and digests the passengers whole."
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%204%20Images/0004.webp"
}
}
]
},
"environment": [
"desert",
"underdark"
],
"senseTags": [
"B",
"T"
],
"actionTags": [
"Multiattack",
"Swallow"
],
"damageTags": [
"A",
"I",
"P"
],
"miscTags": [
"MW",
"RCH"
],
"conditionInflict": [
"blinded",
"restrained"
],
"traitTags": [
"Tunneler"
],
"savingThrowForced": [
"constitution",
"dexterity"
]
},
{
"name": "Eyeless Guardian",
"source": "Ar4",
"page": 14,
"size": [
"M"
],
"type": "celestial",
"alignment": [
"L",
"G"
],
"ac": [
{
"ac": 18,
"from": [
"{@item plate armor|phb}"
]
}
],
"hp": {
"average": 112,
"formula": "15d8 + 45"
},
"speed": {
"walk": 35
},
"str": 20,
"dex": 11,
"con": 17,
"int": 12,
"wis": 14,
"cha": 9,
"senses": [
"blindsight 60 ft. (blind beyond this radius)"
],
"passive": 12,
"immune": [
"psychic",
"poison"
],
"conditionImmune": [
"blinded",
"charmed",
"exhaustion",
"frightened",
"poisoned",
"stunned"
],
"languages": [
"telepathy 60 ft."
],
"cr": "7",
"pbNote": "+3",
"trait": [
{
"name": "Guardian's Mark",
"entries": [
"The guardian can use a bonus action to mark a creature within 60 feet of it. The guardian's weapon attacks deal an additional 5 ({@damage 1d10}) damage to a marked target, and the guardian knows the location of the target as long as it's on the same plane of existence. The target remains marked for one year or until the effect is dispelled with the {@spell dispel magic} spell or similar magic, or the guardian marks another target."
]
},
{
"name": "Magic Weapons",
"entries": [
"The guardian's weapon attacks are magical."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The guardian makes three attacks with its oversized sword."
]
},
{
"name": "Oversized Sword",
"entries": [
"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) slashing damage. The guardian's oversized sword can only be wielded by a Medium or larger creature with a Strength score of 18 or higher."
]
}
],
"fluff": {
"entries": [
"The eyeless guardians resemble muscular, ivory-skinned humanoids with gold plate mail magically grafted to their skin. Golden helms enclose their heads, with thick bronze spikes driven into their eyes."
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%204%20Images/001-0075.webp"
}
}
]
},
"traitTags": [
"Magic Weapons"
],
"senseTags": [
"B"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"TP"
],
"miscTags": [
"MW"
]
},
{
"name": "Sentient Grimoire",
"source": "Ar4",
"page": 16,
"size": [
"T"
],
"type": "construct",
"alignment": [
"C",
"E"
],
"ac": [
14
],
"hp": {
"average": 50,
"formula": "20d4"
},
"speed": {
"walk": 5,
"fly": 15
},
"str": 3,
"dex": 10,
"con": 10,
"int": 17,
"wis": 15,
"cha": 14,
"skill": {
"arcana": "+5",
"deception": "+4",
"history": "+5"
},
"senses": [
"truesight 30 ft. (blind beyond this radius)"
],
"passive": 12,
"immune": [
"poison"
],
"conditionImmune": [
"charmed",
"exhaustion",
"frightened",
"paralyzed",
"poisoned",
"prone"
],
"languages": [
"understands all languages but can't speak"
],
"cr": "4",
"trait": [
{
"name": "Possession",
"entries": [
"When a creature spends at least 10 minutes reading the grimoire, the grimoire can force the creature to make a {@dc 20} Intelligence saving throw. On a failure, the target is possessed by the grimoire. While possessed, the grimoire controls the host's body, and the host's awareness is transferred into the physical form of the book. While possessing a host, the grimoire retains its Intelligence, Wisdom, and Charisma scores, its skills, and its immunities to being {@condition charmed} and {@condition frightened}, but otherwise uses the host's statistics. The possession lasts until the grimoire uses a bonus action to end it, the host dies, the grimoire's book form is reduced to 0 hit points, or dispel evil and good is cast on the host's body. When the possession ends, the grimoire's consciousness returns to its book if it still exists, or ceases to exist if the book has been destroyed.",
"While the possessed creature's consciousness is in the book, it gains truesight out to a range of 30 feet (and is blind beyond this point). It retains its Intelligence, Wisdom, and Charisma scores and can respond to telepathic communication, but can't initiate it. Otherwise, it is a mundane book and can't cast spells, take actions, or use any traits, race or class features, or other statistics of its original form. It has 20 hit points, AC 12, and a speed of 0 feet. A creature imprisoned in the book doesn't age and can make a {@dc 18} Intelligence (Arcana or History, as appropriate to the book's contents according to the GM) check each day to understand the book's contents and commit them to memory. This doesn't allow the creature to learn spells inscribed in the book. If a creature's body dies while it is possessed by the grimoire, the creature also dies."
]
}
],
"action": [
{
"name": "Shadow Slash",
"entries": [
"{@atk ms} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) necrotic damage."
]
}
],
"reaction": [
{
"name": "Shadow Touch",
"entries": [
"When another creature touches the grimoire, the grimoire can attack with Shadow Slash."
]
}
],
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%204%20Images/0006.webp"
}
}
]
},
"senseTags": [
"U"
],
"languageTags": [
"CS",
"XX"
],
"savingThrowForced": [
"intelligence"
]
},
{
"name": "Librarian",
"source": "Ar4",
"page": 18,
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"any"
]
},
"alignment": [
"L",
"G",
"NY",
"E"
],
"ac": [
{
"ac": 11,
"from": [
"(14 with {@spell mage armor})"
]
}
],
"hp": {
"average": 84,
"formula": "13d8 + 26"
},
"speed": {
"walk": 30
},
"str": 8,
"dex": 13,
"con": 14,
"int": 16,
"wis": 16,
"cha": 10,
"skill": {
"arcana": "+6",
"history": "+6",
"investigation": "+6",
"religion": "+6"
},
"passive": 13,
"languages": [
"Common plus any three other languages"
],
"cr": "5",
"spellcasting": [
{
"type": "spellcasting",
"name": "Spellcasting",
"headerEntries": [
"The librarian is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The librarian has the following wizard spells prepared:"
],
"spells": {
"0": {
"spells": [
"{@spell light}",
"{@spell mage hand}",
"{@spell mending}",
"{@spell shocking grasp}"
]
},
"1": {
"slots": 4,
"spells": [
"{@spell alarm}",
"{@spell comprehend languages}",
"{@spell detect magic}",
"{@spell mage armor}",
"{@spell magic missile}"
]
},
"2": {
"slots": 3,
"spells": [
"{@spell arcane lock}",
"{@spell locate object}",
"{@spell knock}"
]
},
"3": {
"slots": 3,
"spells": [
"{@spell dispel magic}",
"{@spell magic circle}"
]
},
"4": {
"slots": 3,
"spells": [
"{@spell blight}",
"{@spell confusion}",
"{@spell cloudkill}"
]
},
"5": {
"slots": 2,
"spells": [
"{@spell wall of force}"
]
}
},
"footerEntries": [
"The librarians' personal spellbooks also contain a range of protective and informative spells including {@spell legend lore}, {@spell protection from evil and good}, {@spell remove curse}, {@spell secret chest}, and {@spell scrying}, though they don't usually have these spells prepared."
],
"ability": "int"
}
],
"action": [
{
"name": "Shocking Grasp",
"entries": [
"{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d8}) lightning damage and the target can't take reactions until the start of its next turn."
]
},
{
"name": "Quarterstaff",
"entries": [
"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands."
]
}
],
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%204%20Images/001-0082.webp"
}
}
]
},
"languageTags": [
"C"
],
"spellcastingTags": [
"CW"
],
"miscTags": [
"MW",
"MLW"
],
"damageTagsSpell": [
"I",
"L",
"N",
"O"
],
"attachedItems": [
"quarterstaff|phb"
],
"savingThrowForcedSpell": [
"charisma",
"constitution",
"dexterity",
"wisdom"
]
},
{
"name": "Chained Library Agent",
"source": "Ar4",
"page": 19,
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"any"
]
},
"alignment": [
"L",
"G",
"NY",
"E"
],
"ac": [
{
"ac": 14,
"from": [
"(17 with {@spell mage armor})"
]
}
],
"hp": {
"average": 84,
"formula": "13d8 + 26"
},
"speed": {
"walk": 30
},
"str": 12,
"dex": 18,
"con": 14,
"int": 16,
"wis": 16,
"cha": 14,
"skill": {
"arcana": "+6",
"athletics": "+4",
"deception": "+5",
"investigation": "+9",
"perception": "+6",
"persuasion": "+5",
"sleight of hand": "+7",
"stealth": "+10"
},
"passive": 16,
"languages": [
"Common plus any two other languages"
],
"cr": "5",
"spellcasting": [
{
"type": "spellcasting",
"name": "Spellcasting",
"headerEntries": [
"The agent is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The agent has the following wizard spells prepared:"
],
"spells": {
"0": {
"spells": [
"{@spell light}",
"{@spell mage hand}",
"{@spell message}",
"{@spell minor illusion}"
]
},
"1": {
"slots": 4,
"spells": [
"{@spell charm person}",
"{@spell comprehend languages}",
"{@spell detect magic}",
"{@spell jump}",
"{@spell mage armor}"
]
},
"2": {
"slots": 3,
"spells": [
"{@spell invisibility}",
"{@spell locate object}",
"{@spell knock}",
"{@spell spider climb}"
]
},
"3": {
"slots": 2,
"spells": [
"{@spell gaseous form}",
"{@spell haste}",
"{@spell sending}"
]
}
},
"ability": "int"
}
],
"trait": [
{
"name": "Evasion",
"entries": [
"When an effect would allow the agent to make a Dexterity saving throw to take half damage, it instead takes no damage if it succeeds on the saving throw and half damage if it fails."
]
},
{
"name": "Sneak Attack (1/Turn)",
"entries": [
"The agent deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the agent that isn't {@condition incapacitated} and the agent doesn't have disadvantage on the attack roll."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The agent makes three attacks with its dagger."
]
},
{
"name": "Dagger",
"entries": [
"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage."
]
}
],
"bonus": [
{
"name": "Cunning Action",
"entries": [
"The agent takes the Dash, Disengage, or Hide action as a bonus action."
]
}
],
"reaction": [
{
"name": "Uncanny Dodge",
"entries": [
"The agent halves the damage it takes from an attack that hits it. The agent must be able to see the attacker."
]
}
],
"traitTags": [
"Sneak Attack"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C",
"X"
],
"spellcastingTags": [
"CW"
],
"miscTags": [
"MW",
"MLW"
],
"conditionInflictSpell": [
"charmed",
"invisible"
],
"attachedItems": [
"dagger|phb"
],
"savingThrowForcedSpell": [
"dexterity",
"wisdom"
]
}
],
"book": [
{
"name": "Arcadia Issue 4",
"id": "Ar4",
"source": "Ar4",
"published": "2021-05-01",
"group": "homebrew",
"coverUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%204%20Images/Cover.png",
"contents": [
{
"name": "Swimming Through Sand To Sea"
},
{
"name": "The Chained Library"
},
{
"name": "On-The-Road Encounters"
}
]
}
],
"bookData": [
{
"id": "Ar4",
"source": "Ar4",
"data": [
{
"type": "section",
"name": "Swimming Through Sand To Sea",
"page": 2,
"entries": [
{
"type": "image",
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"Dear Bufford, my giant toad boy, So valiant through and through, Inns shoo you away, The roads we must stay, 'Cause they got no room for you."
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"by": "Pertoir D'Juglar",
"from": "Unnamed Song For Bufford"
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"In the first issue of ARCADIA, {@i Jumping on Mounted Combat} expanded the rules for mounts and introduced new mount-ready versions of classic creatures. Most mounts are easy to ride in open environments such as hills and plains, but many adventures take characters into tricky places where a horse or tame bulette will struggle.",
"This article presents options for using mounts in dungeons, underwater locations, and other odd environments, including an array of new magic items and mounts with special abilities. It also introduces omnimounts, a new massive mount type that can carry the entire party.",
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"type": "entries",
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"page": 2,
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"Specialized mounts make the challenges adventurers face exponentially easier—journeying to an underwater civilization becomes a more feasible task with {@footnote axolottles|A giant axolotl. A regular axolotl is too little. You can't ride a little axolotl, you need a lotta axolotl.}. But aquatic mounts are unhelpful when your next destination is a palace in the sky.",
"These sorts of problems come up a lot when bonding with unique mounts. A fish can hardly survive out of the water, let alone serve as a steed on land. And the reverse is true, too; humans don't typically cling for dear life on the back of a purple worm burrowing miles into the ground and live to tell the tale.",
"Even land creatures moving across the ground commonly find themselves—well, landlocked. How does a horse reach the top of a ladder? And what do you do when your giant toad is too giant to enter an otherworldly portal with the rest of the party? When in doubt, more magic items are usually the answer!"
]
}
]
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{
"type": "entries",
"name": "New Magic Items",
"page": 3,
"entries": [
"For years, enchanters and inventors have turned to magic for dealing with these mounted challenges: ancient harnesses buried in ruins; water-bearing carts and locomotive aquatic pools built for forgotten, landlocked civilizations; bridles crafted by mages willing to assist adventurers who can retrieve rare components. You just need to saddle up and find them.",
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"{@item Bell of the Extrastable Stable|Ar4}",
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"Burrow through the earth and steal the ground beneath the enemy's feet. Burst from the depths and drain the toughest magical defenses. Adaptable mounts possess unique traits that savvy riders can utilize to plunge through the most imposing environments—and when mount and rider work as one, they blaze a trail to ride into legend.",
"Each mount stat block contains statistics that reference the rider's proficiency bonus (PB).",
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"type": "entries",
"name": "Axolottle",
"page": 7,
"entries": [
"The hardy salamanders of the axol family range from the foot-long axolittle to the imposing 8-foot axolottle. Their thick, rubbery skin stays slick as it filters impurities and potent toxins from their bodies. Axol families use this ability to purify dirty or {@condition poisoned} bodies of water, attracting a bountiful supply of food into their territory.",
"Some priestly orders raise axolottles to clean infected water in the wake of disasters.",
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"{@creature Axolottle Mount|Ar4}"
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"Long ago, aboleths imbued chuuls with a powerful drive to seek out and collect sources of magic. That's why deep-sea treasure hunters favor these magic-seeking mounts! Experienced chuul riders can dive to incredible depths in search of jewels and ancient artefacts.",
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"Rumors abound of a crew of sand pirates who ride bulettes under cover of night to ambush merchant caravans. How the criminals tempered the devastating monsters is a mystery, but the wreckage from their attacks is undeniable. Those who live to tell the tale remember a faint buzzing before the devastating impact—the vibration of the bulettes' casing as they tear through the terrain.",
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"name": "Purple Worm",
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"She who tames an adult purple worm is not to be trifled with.",
"Juvenile worms separated from their parents become invaluable landscapers for small settlements, as long as the monstrosities have ample food and space to roam. Their massive, segmented trunks repel earth away from their bodies as they dig, covering daring riders as they submerge.",
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"{@creature Juvenile Purple Worm Mount|Ar4}"
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"Omnimounts are massive creatures that can carry multiple riders at once and travel across continents effortlessly. An omnimount may have a designated driver in place of a single rider, or the creature might be an independent agent offering their services to adventurers in need of transportation.",
"Utilize omnimounts in your campaign whenever you want your adventures to be larger than life. Sibling settlements might have an omnimount as a critical part of their trade and prosperity. A legendary omnimount with the power to traverse worlds could slumber deep beneath the depths waiting for people to find it. An omnimount under the control of an evil giant may reward whoever frees it. Or, your adventurers might hear a rumor about the approach of the Great Conductor.",
{
"type": "entries",
"name": "Phlox, \"the Great Conductor\"",
"page": 11,
"entries": [
"The Great Conductor hungers for distances. This sapient purple worm has dug through surfaces both solid and supernatural for centuries. The moment they awakened is lost to the miles, but the road ahead promises to wind for as long as they hunger.",
"Over the years, Phlox has found great distances to traverse by ferrying smallfolk with important destinations in their stomach. The worm normally follows the booms of thunderstorms and earthquakes while they have no destination—but when a prospective passenger drums the ground loudly enough and calls out the worm's name, Phlox makes their approach.",
"The worm answers the call of anyone in need, but with a catch: if the distance wasn't satisfying enough, Phlox takes their payment in food and digests the passengers whole.",
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"Phlox is just one of several incredible omnimounts out there. But that's an article for another time..."
]
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"page": 12,
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"page": 25,
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"Most adventurers hit the road more than self-professed travel lover Willie Nelson. And if The Lord of the Rings has taught us anything, it's that even the journey toward an adventure is filled with excitement and drama.",
"This article presents five engaging encounters for low-level characters as they journey from quest to quest, to spice up travel and add personality to the countryside.",
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"{@u {@b INCREASING THE CHALLENGE}}",
"While all of the encounters in this article are meant for low-level characters, you can increase the difficulty of many by simply swapping out the creatures listed here for those of a higher challenge rating. Kobolds can become gnolls or lizardfolk, bandits can become thugs or spies, etc. Most of the encounters are suitable for characters up to 8th level with creatures of an appropriate challenge rating; once characters have access to spells of 5th-level or higher, the tactical challenges in these encounters become trivial."
]
}
]
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"name": "A Kobold's Toll",
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"entries": [
"{@i An encounter for 1st-level to 2nd-level characters}",
"The characters face a group of kobold brigands who took over a toll bridge. Will the characters pay the kobolds' toll and move on, or will they rescue the captured guards?",
{
"type": "entries",
"name": "Background",
"page": 25,
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"A group of eleven kobolds from a nearby mountain range gets braver and bolder thanks to Urkik's leadership. The veteran kobold fought humans many times and lived to brag about it. Sometimes he defeated his foes. At other times, he fled like a coward. But he survived and earned the respect of the ten kobolds that travel with him.",
"Two days ago, the kobolds stumbled upon a tollbooth and watched as travelers paid the four guards stationed at the booth to cross the bridge that spans the river. Urkik and company attacked that night, killed one guard, and overpowered the other three.",
"This encounter uses the Gatehouse map (see page 26). The kobolds tied up the three captured guards inside the barracks on the east side of the river."
]
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"type": "entries",
"name": "Toll-Masters",
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"When the characters arrive on the west side of the river at the tollbooth, they notice something odd:",
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"A stone bridge across a wild stream of gushing water leads to a 30-foot-tall stone gatehouse; the local ruler's sigil is stamped over a lowered iron-bar portcullis. Several lizard-like faces are looking out over the gatehouse's stone railing."
]
},
"All eleven {@creature kobold||kobolds} prepare for an attack when the characters approach the gatehouse. Six of them (including Urkik), are on top of the gatehouse, two more watch the captured guards in the barracks, and the other three roam beyond the gatehouse. The gatehouse kobolds point crossbows at travelers to stop them at the bridge.",
"The kobold's leader, Urkik, speaks Common, although not well. He delivers a rehearsed, yet simple speech:",
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"\"This is Urkik's stone-door! Pay with gold coins or go away!\""
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},
"Urkik charges a toll of 15 gp per person or mount. The kobolds also accept valuables and non-perishable food worth an equivalent amount. The characters may cross the gatehouse as long as they pay the toll. If the characters agree to pay, or succeed on a DC 11 Charisma (Deception) check to make the kobolds think they want to pay, two kobolds climb down from the top of the gatehouse to gather the payment.",
"The kobolds react happily if the characters pay and raise the portcullis, allowing the characters to cross to the other side without incident. Adventurers who cross the bridge notice two things on the way to the other side: dry blood stains on the bridge, and the muffled cries of one of the guards in the barracks. They are free to walk away and leave the captured guards to their fates. If the characters ask about the blood or the cries, or if the kobolds notice them entering the barracks, the little creatures attack."
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"A character can slip into the barracks building unseen with a successful DC 14 Dexterity (Stealth) check. The kobolds on watch in the barracks leave every {@dice 1d6 + 2} hours to eat. If the kobolds notice the characters in the barracks, they shout cries of alarm and all of them attack.",
"The three unarmed {@creature guard||guards} (Mara, Freddard, and Rizic) are bound with rope and gagged with rags. A character can free one guard as an action. The guards ask for help retaking the gatehouse, where the kobolds have stashed their armor and weapons. They claim their captain in a nearby city is sure to reward the characters (see \"Rewards\" below)."
]
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"type": "entries",
"name": "Fighting the Kobolds",
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"The six kobolds on the gatehouse wield light crossbows stolen from the barracks. The kobolds have a +4 to hit with the weapons and deal 6 ({@damage 1d8 + 2}) piercing damage on a hit. They remain on the roof to take advantage of their defensible position. The slim draconic pests do not want to die either. If half the kobolds drop to 0 HP, there is a 50% chance the rest of the kobolds surrender or run for their lives.",
"{@b {@i Climbing the Gatehouse}}. A character can climb the outside of the gatehouse with a successful DC 15 (Strength) Athletics check, or use the ladders inside the gatehouse without making an ability check. A character who fails this check by 5 or more falls.",
"{@b {@i Crossing the River}}. The stream is strong enough that swimming across it carries considerable risk. A character can cross the river with a successful DC 15 Strength (Athletics) check. On a failure, the character is dragged by the strong current 50 feet south, where they can reattempt to swim across. Failing the check by 5 or more causes the character to sink and start to drown. A drowning character has disadvantage on Strength (Athletics) checks made to swim in the river and continues to drown until they exit the water.",
"{@b {@i Illumination}}. Kobolds have the Sunlight Sensitivity trait, which means they fight much better at night or on a very cloudy day. If you want to make the battle easier for the characters, have them encounter the kobolds in the sun."
]
},
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"type": "entries",
"name": "Rewards",
"page": 27,
"entries": [
"If the characters free the guards and defeat the kobolds, the guards' captain gives the characters 50 gp each."
]
}
]
},
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"name": "Grimly Fate Tonight",
"page": 27,
"entries": [
"{@i An encounter for 2nd-level to 3rd-level characters}",
"A stranded merchant caravan begs the characters to help them fend off the bandits pursuing them. The merchants and characters are outnumbered, but they have time to decide where they want to make a stand and prepare traps for the attackers.",
{
"type": "entries",
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"The characters catch up with a beat-up merchant caravan on the road:",
{
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"A small merchant caravan slowly crawls its way along the road. Multiple arrow shafts pierce the sides of three horse-drawn carts; some horses missing from the carts' poles. The worst is the sight of several injured individuals on the carts. Many of them might not see tomorrow."
]
},
"The caravan's guide, a plump dwarf named Harikka Tarkun, approaches the characters. She requests the adventurers' help and offers them 200 gp for escorting the caravan back to a nearby city that is two days away. If the characters agree, Harikka provides the following information:",
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"type": "list",
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"The caravan started with six carts, but last night they lost three to brigands.",
"The caravan repelled the bandits but lost many goods and the lives of most of her guards.",
"Harikka believes the brigands are still pursuing them and will attack again tonight."
]
},
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"type": "inset",
"name": "Harikka Tarkun",
"entries": [
"{@i Neutral good dwarf (age 164)}",
"Harikka is a plump dwarf dressed in colorful attire. She has one green eye and one gray. Her hair is arranged in complex braids. Harikka wants to start a security and mercenary company, but just lost many of her employees to bandits.",
"{@b {@i Personality Trait.}} \"No one's going to stop me from achieving my goals.\"",
"{@b {@i Ideal.}} \"My security company depends on our current success.\"",
"{@b {@i Bond.}} \"I must pay my debts to my clan's leader, back in the mountains.\"",
"{@b {@i Flaw.}} \"I don't plan things through. This causes me many setbacks.\""
]
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"If the characters decide to stay, Harikka asks them for help in setting up defenses for the night. There is little time and few materials to work with, but the characters can spend the time they have to pick a position and fortify it.",
"There are ten injured {@creature commoner||commoners}. The only people able to fight alongside the characters are Harikka (who uses the {@creature thug} stat block) and her two remaining {@creature guard||guards}.",
"If the characters insist on going after the bandits themselves, Harikka begs them not to leave the camp undefended. They have no idea where the bandits make camp, and the brigands could attack while the characters are out searching. To make matters worse, there are far more bandits than characters. Assaulting their camp would almost certainly result in death, but the heroes stand a chance if they pick and prepare the battleground.",
{
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"{@u {@b GETTING READY}}",
"Allow the characters to pick the ground they want to defend. There are some hills and trees in the area, so they might want to be atop a hill, in a thicket of trees, or somewhere else. If a character asks about a unique feature that would reasonably be in the area, such as a cave or lake, allow them to make a DC 15 Wisdom (Survival) check to find the land feature. On a success, they find the feature.",
"There are plenty of supplies to prepare a tough welcome for the incoming brigands. The caravan has the following resources, which you can give to the characters in the handout included at the end of this article:",
{
"type": "list",
"items": [
"Three carts ",
"Four draft horses ",
"Three wooden chests, each 4 feet long and 2 feet wide and tall ",
"Six wooden crates, each 2 cubic feet ",
"Two bushels of cotton and two of hay, each 5 feet long and 2 feet wide and tall ",
"One 8-foot-tall wardrobe ",
"Three crossbows and forty crossbow bolts ",
"Four daggers ",
"Two bags of caltrops",
"A barrel of pitch ",
"Two shovels ",
"Six hammers and 1,000 nails",
"Three 10-foot-square canvas tarps ",
"Three 50-foot lengths of hemp ropes ",
"Three flasks of lantern oil ",
"Two flasks of alchemist's fire ",
"Two pounds of lard"
]
},
"If the characters fend off the brigands, the merchants will allow them to keep any of the supplies they want and don't use in the traps as a reward, except for the carts and horses.",
"The brigands attack {@dice 1d6} hours after dusk. This gives each player enough time to implement one defensive measure or preparation. Harikka and her two guards assist the characters in their defense plans. Here are some interesting preparations that could make the incoming battle more memorable. These are just examples and most-likely scenarios meant to help you create rules for what the characters might think up.",
"{@b {@i Balls of Fire.}} If the characters set up their camp in an elevated position, they can douse the two cotton bushels with lantern oil and pitch and ready them at the top of the hill. As an action, a character can light the bushels on fire and roll them down the hill in a straight line toward the incoming brigands. Each creature in any of the bushels' trajectory must make a DC 14 Dexterity saving throw, taking {@damage 3d6} fire damage on a failed save, or half as much on a successful one.",
"{@b {@i Barricade.}} The carts, crates, chests, and wardrobe can be arranged to form a 4-foot-high, 5-foot-wide, 30-footlong wall. Brigands must climb the obstacles or crawl under the carts to reach the inner circle. These obstacles count as difficult terrain and provide half cover.",
"{@b {@i Grease Traps.}} The lard can cover two 10-foot-square sections of ground. When a creature enters the area for the first time on a turn or starts its turn there, it must make a successful DC 13 Dexterity saving throw or fall {@condition prone}.",
"{@b {@i Rope Traps.}} The ropes can be tied between trees or bushes to create tripline obstacles for the incoming attackers. Each creature that moves through the line of rope must make a successful DC 12 Dexterity saving throw or trip on a rope and become {@condition prone}.",
"{@b {@i Pitfall Trap.}} A character can dig a 10-foot-deep hole in the ground and cover it with a tarp, dirt, and dry foliage. The first creature to move over the trap must make a successful DC 15 Wisdom (Perception) check or fall in, taking {@damage 2d6} bludgeoning damage and falling {@condition prone}. After the trap is revealed, the bandits avoid the pit, but could still be pushed in.",
"{@b {@i Walk of Fire.}} A character can create a 20-foot-long, 5-foot-wide trail of pitch, lantern oil, and dry hay. As an action, a creature can throw a torch, shoot an arrow on fire, or throw a bottle of alchemist's fire to light the trail, which burns for 10 minutes. A creature that enters the fire for the first time on a turn or starts its turn there, including when the flames first appear, takes {@damage 1d8} fire damage.",
"{@b {@i Other Ideas.}} Creativity should be rewarded. The characters may come up with more ideas or variations on the examples above. Time and available resources should be the only limitations.",
"If a character can't think of any way to prepare the area, allow them to make a DC 10 Intelligence or Wisdom check. On a success, give the character one of the ideas above. Alternatively, Harikka or one of her guards can make a suggestion."
]
},
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"{@u {@b PERSONAL BUSINESS}}",
"The bandits' leader is a dwarf named Faruk. He knows Harikka from two years ago, when both of them were lowly sellswords. After a successful job, Harikka double-crossed Faruk and left with his share of the pay. Faruk failed to pay some debts because of this and had to leave his dwarven clan dishonorably.",
"Faruk has been looking for Harikka ever since to settle the score. It was only recently, when Harikka started her security company and made open calls for mercenaries, that Faruk found her.",
"Harikka recognized Faruk during the first attack. If the characters ask her more about the bandits, a character who makes a successful DC 14 Wisdom (Insight) check can tell that she's holding something back. A successful DC 15 Charisma (Intimidation or Persuasion) check gets her to reveal the truth. If the characters learn about Harikka's betrayal of Faruk, she begs them to stay and defend the people her past mistake has put in jeopardy, agreeing to pay for her sin however the characters deem fit if they help her defend the camp."
]
},
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"entries": [
"{@u {@b BRIGANDS ATTACK}}",
"As Harikka expects, the brigands return {@dice 1d6} hours after dusk to finish last night's skirmish. They attack in three waves:",
"{@b {@i First Wave.}} Eight {@creature bandit||bandits} charge the camp and two more keep their distance, staying as far away as they can while attacking with their light crossbows.",
"{@b {@i Second Wave.}} When only four brigands from the first wave remain, four {@creature thug||thugs} come forward and join the fight.",
"{@b {@i Third Wave.}} When only two brigands from the second wave remain, two {@creature bandit||bandits} and one {@creature thug} come forward and join the fight. (You can skip this wave if the characters are overwhelmed.)",
"{@b {@i Fourth Wave.}} One round after the previous wave, two {@creature bandit||bandits} and Faruk ({@creature bandit captain}) appear. Faruk emerges from the darkness of night riding a {@creature giant boar}. He shouts that Harikka betrayed him and she must die! Faruk offers the characters 50 gp each to turn on her, though a successful DC 12 Wisdom (Insight) check reveals that statement is a lie: he plans to slaughter the characters no matter what they do. When Faruk drops to 0 HP, the rest of the bandits run for their lives."
]
},
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"type": "inset",
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"entries": [
"The four waves of enemies in \"Grimly Fate Tonight\" may not look like an encounter the characters can win, but a few extra allies and time to make traps and pick their terrain really give the characters the edge in this battle. We know! We playtested it."
]
},
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"type": "entries",
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"entries": [
"{@u {@b CONCLUSION}}",
"Upon returning to the city, if the defense was successful, Harikka Tarkun pays the characters the promised 200 gp and thanks them. If Faruk survives, Harikka insists on arresting the hateful dwarf and bringing him back to town for judgement. She believes this humiliation is an appropriate punishment for his deeds. If pressed, she shares her history with Faruk, and explains that she was young and admits she was wrong to betray him. The characters may push her to make amends and free Faruk, and with a successful DC 12 Charisma (Persuasion) check, she does so.",
"If everything ends on good terms with the characters and Harikka, she offers them a position in her growing security company. If the heroes are interested, they may speak with her again in a local tavern called the Raging Troll. She mentions that a patron has requested elite escorts for a baron's son in an upcoming journey. Where this next adventure takes the characters is up to you."
]
}
]
}
]
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{
"type": "entries",
"name": "Bad-Faith Duel",
"page": 30,
"entries": [
"{@i An encounter for 2nd-level to 3rd-level characters}",
"The characters witness a noble duel a peasant in the streets. It's clear the wealthy bully will win this battle to the death if no one intervenes.",
{
"type": "entries",
"name": "Background",
"page": 30,
"entries": [
"Sir Fadrin Allari, a pedantic and despotic noble, was riding home to his family's luxurious villa when he came across a pair of married peasants. The farmers, Rodric and Darinna, live close by and work hard to please the Allari family, who rule the region.",
"Rodric tripped into the noble's path, dropping a basket of apples and potatoes across the road, in front of Sir Fadrin's horse. The horse reared with surprise at the sudden avalanche of produce, and unseated Sir Fadrin. The noble claimed that Rodric's display of ineptitude was an insult to the Allari family and that the peasant's station on the farm would end soon.",
"Rodric couldn't contain himself and shouted an insult or two to the nobleman. Sir Fadrin, insulted, but proud, challenged Rodric to a duel to uphold his honor and make an example of the farmer. Surprised, Rodric could not back down from the situation, since refusing the noble's request would be considered a crime.",
"Sir Fadrin commanded a traveler on horseback to notify the Allari estate of the duel so a witness could be present. An hour later, the family's accountant (a {@creature noble}), two more {@creature noble||nobles}, and a small group of {@creature commoner||commoners} have gathered by the side of the road to witness the duel. Darinna doesn't approve and pleads to both Rodric and Sir Fadrin to stop this nonsense."
]
},
{
"type": "entries",
"name": "Injustice for the Peasantry",
"page": 30,
"entries": [
"The characters arrive at the scene just before the duel is scheduled to happen:",
{
"type": "insetReadaloud",
"entries": [
"The well-traveled road leads to a grassy prairie where a small crowd is gathered. Nobles, their entourages, and farmers surround an odd pair of combatants about to duel with swords. One is a nobleman in finery, the other one is a farmer with poorly adjusted armor. The peasant duelist has bad posture and holds the sword incorrectly. A peasant woman clutching a straw basket with apples cries, \"Stop! Please stop!\""
]
},
"Sir Fadrin Allari is a {@creature knight}. Rodric is a {@creature commoner} wearing leather armor (AC 11) and wielding a longsword that he is not proficient with. He has a +0 bonus to hit with the weapon and deals 4 ({@damage 1d8}) slashing damage on a hit.",
"If the characters stand by and watch, it quickly becomes clear that Sir Fadrin Allari initiated the duel to mock the farmer; Rodric is no match for the noble. Sir Fadrin taunts the inexperienced swordsman and tries to extend the duel for as long as possible while lecturing the other peasants to never disobey their lords. If no one intervenes, Sir Fadrin beheads Rodric by the side of the road after a few minutes of fighting. The nobles are amused, the commoners angry but silent, and Darinna cries in anguish as her husband dies."
]
},
{
"type": "entries",
"name": "Golden Bribe",
"page": 31,
"entries": [
"If the characters intervene before the fatal outcome of the duel, the nobles step back in surprise and wait for Sir Fadrin to react. The despotic man turns to the characters and says:",
{
"type": "insetReadaloud",
"entries": [
"\"Strangers, you'd do well to stand back and behave. This man wronged my family and shall pay with his life. Watch as we enact our laws, lest they be applied to you. But here, have a few coins, for your troubles...\""
]
},
"Sir Fadrin's accountant offers 10 gp to each adventurer to stand back and watch the duel. Darinna tries to convince them to help and explains what happened. If the characters draw their weapons and threaten to start a fight, the crowd scatters. Sir Fadrin is confident in his swordsmanship and too proud to flee. He fights bravely but runs for his life, threatening to take revenge, if reduced to half hit points.",
"{@b {@i Attacking Is a Crime.}} All the characters know that raising a weapon against a noble or harming them is considered a crime. They have also heard of the local commander of the watch, Damon Karenni, a friend of Fardin and a formidable warrior who commands a squad of soldiers. Taking illegal action against Fardin guarantees a confrontation with the group.",
"{@b {@i A Noble Cause.}} A character with the noble background can, by law, challenge Sir Fadrin to a duel, or offer to take Rodric's place in the current duel. This legitimate action doesn't draw the ire of Damon Karenni, but only if the character fights the duel fairly and without help from others.",
{
"type": "entries",
"name": "",
"page": 31,
"entries": [
"{@u {@b DEVELOPMENT}}",
"If the characters deal with Sir Fadrin, Rodric and Darinna are grateful to the characters but fear that the nobleman will return to exact his revenge. They need to leave town. Otherwise, the noble kills Rodric, leaving Darinna crying in the street.",
"Engaging Sir Fadrin in combat is the right thing to do but causes considerable setbacks to the characters. If the characters unfairly engage Sir Fadrin and he lives, Damon Karenni ({@creature veteran}) and ten {@creature guard||guards} are sent to arrest the characters and bring them to court.",
"If the characters kill Sir Fadrin, the nobles in the region target them, calling for their arrest and immediate execution. Damon Karenni and fifteen {@creature scout||scouts} are sent to arrest them or kill the characters if they resist."
]
},
{
"type": "inset",
"name": "Not Who He Seems",
"entries": [
"If you want to add a twist to this encounter, you can make it so Sir Fadrin is not human at all, but rather a creature in disguise pretending to be a noble. Here are three options to modify the encounter:",
"{@b {@i Doppelganger.}} Sir Fadrin is actually Xalvizat, a {@creature doppelganger} who murdered Sir Fadrin and now enjoys the knight's luxurious lifestyle. Rodric found Sir Fadrin's bloodied helm buried in a field the day before the duel, and brought it to Xalvizat, but the peasant is suspicious that the knight is not who he appears. Xalvizat started the duel on purpose as a way to kill the peasant without arousing suspicion. If the characters intervene and save Rodric, the peasant tells them about the helmet and asks them to investigate the strange happenings around Sir Fadrin, who used to be so kind and generous.",
"{@b {@i Night Hag.}} Sir Fadrin is actually Auntie Mouthrot, a {@creature night hag}. She regularly challenges peasants to duels and toys with them because of the sick pleasure it brings her. If the characters intervene, she joins in the fun, asking them all to face her. When she is reduced to 50 hit points, she drops the facade and reveals her hag form and starts using magic. She casts plane shift to flee when reduced to 20 hit points, swearing to exact revenge upon the characters.",
"{@b {@i Silver Dragon.}} Sir Fadrin is actually Argentix, an {@creature adult silver dragon} who practices divination magic and knew the characters were traveling this way. The duel is a test for them. If they intervene to save Rodric, Argentix invites them back to his manor. Back at his home, he reveals his true form, rewards the characters with a frost brand longsword, and tells them they will need it in a coming battle against his old enemy, a red dragon named Cindrahalas."
]
}
]
}
]
},
{
"type": "entries",
"name": "Brigands in Disguise",
"page": 32,
"entries": [
"{@i An encounter for 3rd-level to 4th-level characters}",
"A group of disguised highway robbers approach the characters and attempt to lead them into an ambush. The criminals keep other hostages handy just in case things go awry.",
{
"type": "entries",
"name": "Background",
"page": 32,
"entries": [
"A band of heartless human and bugbear brigands developed a new, effective strategy to rob travelers:",
{
"type": "list",
"items": [
"Four brigands dress in tatters and wait for travelers on the road.",
"They claim to be merchants taken captive by kidnappers who wanted to ransom them. The poor souls explain that they escaped from their captors just an hour ago.",
"They say that more people from their caravan are still captive at the kidnappers' camp, and request help to free them.",
"However, when the would-be saviors arrive at the camp, the four disguised brigands and their allies attack the duped victims and rob them."
]
},
"Many of the poor fools who fell for the trap are already bound at the camp, while the rest died fighting. The dead rot in a ditch nearby."
]
},
{
"type": "entries",
"name": "Poor Unfortunate Souls",
"page": 32,
"entries": [
"The characters begin the encounter like the rest of the brigands' victims. They're traveling a lonely road on an otherwise uneventful journey when the disguised bandits request their help:",
{
"type": "insetReadaloud",
"entries": [
"Four wretched humans walk out of the wilderness toward the road dressed in tattered clothes. Two of them are limping and another is missing an eye. They raise their hands in a pleading gesture."
]
},
"The four {@creature bandit||bandits} in disguise tell the story about the kidnappers and how they managed to escape; one of them was not bound properly and untied the others. They claim that at least a dozen other people are captive and scheduled to be killed if their ransom is not paid soon. The camp is half a mile from the road, next to a large forested area. If the characters agree to help the poor souls, they lead the adventurers to the ambush site. Three clues betray the criminals' tale:",
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"One brigand, Valerdi, has a missing eye. He claims that the captors took his eye as torture, a few weeks ago. However, a character who makes a successful DC 14 Wisdom (Medicine) check can tell that the wound is at least a few years old.",
"Two brigands, Adria and Guzmo, limp when they walk, but a character with a passive Wisdom (Perception) score of 15 or higher notices that their limps aren't always the same. Their steps are inconsistent and sometimes the injury disappears for a few moments.",
"The final brigand, Olentil, speaks little and complains that a blow to the head from her captors makes it difficult to focus. If the characters stop for a break, she wanders off to clear her head. A character who makes a successful DC 15 Dexterity (Stealth) check can follow her without being noticed. If Olentil believes she is unwatched, she drops the ruse and uses the break to play some solitaire with a deck of cards. If confronted about it, she claims her pain is dying down.",
"If any characters suspect a ruse, they can guess that the escaped prisoners are lying with a successful DC 17 Wisdom (Insight) check. However, the brigands won't confess or spill the truth willingly, even if confronted. This may lead to an argument, but bandits avoid fighting at all costs and tell the heroes to leave them to their fate if the characters insist on knowing more before approaching the camp."
]
}
]
},
{
"type": "entries",
"name": "Ambush",
"page": 33,
"entries": [
"When the characters reach the bandits' camp, the attack begins. The disguised bandits draw their hidden daggers and turn on the adventurers, shouting to alert their hidden allies. If the characters charge into the camp unaware that they're running into a trap, the brigands catch them by surprise.",
"The brigands' force includes the following creatures:",
{
"type": "list",
"items": [
"Four {@creature bandit||bandits} disguised in tatters with daggers, which use a +3 to hit and deal 3 ({@damage 1d4 + 1}) piercing damage in the bandits' hands",
"Four {@creature bandit||bandits} in trees that attack with light crossbows",
"Two {@creature thug||thugs} with maces who leap out from behind the thickets",
"Four {@creature bugbear||bugbears} with morningstars"
]
},
"The brigands are cowards at heart. If half of them are reduced to 0 HP, the rest run for their lives.",
"{@b {@i Mud Traps.}} There are three 5-foot-square, 3-foot-deep mud pits in the camp. The bandits threw grass clippings over the mud to disguise it, but a character with a passive Wisdom (Perception) score of 16 or higher notices the wet ground beneath the grass clippings. A creature that walks on the trap must make a successful DC 14 Dexterity saving throw or become {@condition restrained} in the mud. A {@condition restrained} creature can repeat the save at the start of each of their turns, pulling itself out of the mud and ending the condition but remaining covered in mud on a success. A creature covered in this mud moves at half speed unless it spends an action removing the thick mixture.",
{
"type": "entries",
"entries": [
"{@u {@b TOUGH BARGAIN}}",
"The brigands have a last resort to deal with the characters: there are twelve prisoners ({@creature commoner||commoners} and {@creature noble||nobles}) in the camp, bound and gagged. If half the criminals fall, the remaining brigands attack the prisoners. They warn the characters that they'll murder the hostages unless the adventurers surrunder their valuables and leave. Otherwise, the brigands keep attacking the prisoners until only two of the criminals remain, who then flee."
]
},
{
"type": "entries",
"entries": [
"{@u {@b DEVELOPMENT}}",
"Among the captured individuals are several merchants and the son of a nobleman. They promise a hefty reward of 500 gp total upon their safe return to the nearest city, which is a three-day-ride from the bandits' camp. The stolen goods in the camp are worth a total of 200 gp, though many of those trinkets belong to the surviving prisoners."
]
}
]
}
]
},
{
"type": "entries",
"name": "The Cartographer",
"page": 33,
"entries": [
"{@i An encounter for characters of any level}",
"The characters meet a friendly cartographer, who offers his services and asks to travel with them. Little do they know that their new companion is testing the adventurers' integrity to see if they're ready for a rewarding mission.",
{
"type": "entries",
"name": "Meeting Saoki",
"page": 33,
"entries": [
"The characters come across an curious individual painting a map of the verdant landscape:",
{
"type": "insetReadaloud",
"entries": [
"A tall, slim human with thick spectacles and graying hair sits on a foldable wooden chair by the road. Brush in hand, the man paints a beautiful map. The cartographer stops for a moment to mix oil paints."
]
},
"Saoki, a traveling cartographer and painter, likes to chat with travelers to share stories and rumors. The characters' arrival is a welcome sight for his tired eyes. Saoki has seen rough individuals pass by and heard fearsome roars in the distance and welcomes the opportunity to tag along with a larger group of people. The cartographer offers his wares and services to the characters and asks politely if he can travel with them for a while, until they reach their next stop.",
{
"type": "inset",
"name": "Saoki",
"entries": [
"Chaotic neutral human (age 48)",
"Saoki (commoner) is a middle-aged man with an untamable love of exploration and recording strange stories, mysterious rumors, and unusual names. He creates marvelous oil paintings of landscapes and people and crafts the best maps in the region. Local nobles know Saoki as a creator of expensive, exclusive portraits.",
"{@b {@i Personality Trait.}} \"When I hear of a new place, I must see it with my own eyes.\"",
"{@b {@i Ideal.}} \"My art speaks on my behalf, so it must be perfect.\"",
"{@b {@i Bond.}} \"My family waits for me back in the city. I must return soon.\"",
"{@b {@i Flaw.}} \"I can't form bonds with most people because I'm afraid of losing those I care about.\""
]
},
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"Saoki is a formidable source of information about the region and its people. He knows all about the upper class due to the popularity of his portraits. Saoki offers the following items and services:",
{
"type": "list",
"items": [
"An accurate map of the region or kingdom for 80 gp",
"A pack of art supplies (paints, small brushes, and colored inks) for 40 gp",
"Ten pages of parchment for 1 gp",
"Portrait painting (requires 15 days) for 400 gp",
"Cartographer for hire for a daily wage of 5 gp"
]
},
"If the characters talk to Saoki, he reveals one or two rumors from the following list. Each rumor is designed to be a story hook for a quest, but not all of them need be true:",
{
"type": "list",
"items": [
"People say two farmers went missing last week at Josipher's Farm. A hunter claimed to see wolf-like tracks just outside the same fields.",
"A woman named Clara lives three hours away from here. She claims that a ghostly apparition haunts her house. Clara lives alone since her husband passed away in the war.",
"Three children in a nearby town went missing for two days in the forest, then reappeared. They are unharmed but two of them have fox tails; the other has fox ears. All they remember is a charming lady in the forest offering them a fox-shaped candy. The authorities organized the townsfolk to sweep the forest in search of the culprit.",
"A revolution is starting to boil in the underworld of the region's capital city. The current rulers have steeply raised taxes and are imprisoning those who can't pay.",
"There's a tournament next week in the capital city. Knights and warriors from all over the kingdom will gather to gain the king's favor.",
"In a nearby town, the constable's daughter ran away with her lover, a lowly criminal. The constable is offering a considerable reward for capturing the criminal and retrieving his daughter."
]
}
]
},
{
"type": "entries",
"name": "Quest for the Brave",
"page": 34,
"entries": [
"Saoki is an observant and insightful person, and he's on a mission. He sizes up the characters during his journey to see if they're the kind of people he can trust with his life.",
"The next time the group stops in a settlement, the cartographer reveals that he needs a team of strong warriors for a special assignment. If the characters were kind to Saoki and other people they met on the way, he shows them an old map to a dead dragon's lair that is supposedly untouched. He can read the ancient runes on the map, and offers to lead the characters to the lair if they protect him from any remaining threats. He proposes they split any treasure they find evenly among the individuals in the group.",
"However, if the characters were disrespectful to Saoki or other innocents during the journey, he bids them farewell in town and gives them a \"treasure map\" to an old ruin in a nearby forest. The map leads to an owlbear lair. It is mating season and the monstrosities react violently to anyone who approaches the site. There is no treasure within.",
{
"type": "inset",
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"entries": [
"Harikka's caravan has the following supplies:",
{
"type": "list",
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"Three carts",
"Four draft horses",
"Three wooden chests, each 4 feet long and 2 feet wide and tall",
"Six wooden crates, each 2 cubic feet",
"Two bushels of cotton and two of hay, each 5 feet long and 2 feet wide and tall",
"One 8-foot-tall wardrobe",
"Three crossbows and forty crossbow bolts",
"Four daggers ",
"Two bags of caltrops",
"A barrel of pitch",
"Two shovels",
"Six hammers and 1,000 nails",
"Three 10-foot-square canvas tarps",
"Three 50-foot lengths of hemp ropes",
"Three flasks of lantern oil",
"Two flasks of alchemist's fire",
"Two pounds of lard"
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{
"name": "The Chained Library",
"id": "Ar4",
"source": "Ar4",
"contents": [
{
"name": "The Adventure"
},
{
"name": "Gaining Entrance",
"headers": [
"Defenses"
]
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{
"name": "Inside the Library",
"headers": [
"The Howling Shelves",
"The Deep Stacks",
"The Deep Stacks",
"Scriptorium"
]
},
{
"name": "Librarian NPCs",
"headers": [
"Samaris",
"Alois"
]
},
{
"name": "Library Agents",
"headers": [
"Agent NPCs"
]
},
{
"name": "Encountering the Chained Library",
"headers": [
"Allies of Convenience",
"Master Thief",
"Reclamation",
"Rivals",
"Apostate",
"Incursion",
"Prospective Readers",
"Resale",
"Unburdening"
]
},
{
"name": "Treasures of the Chained Library",
"headers": [
"Library Equipment",
"Forbidden Tomes",
"Other Treasures"
]
}
],
"level": {
"custom": "none"
},
"published": "2021-05-01",
"storyline": "Arcadia",
"group": "homebrew"
}
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"If a little knowledge is a dangerous thing, the Chained Library is a cataclysm lying in wait."
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"by": "Indratha Nevarre",
"from": "antiquarian and sage"
},
"The Chained Library is a new location and organization to incorporate in any campaign. The characters can visit the library to search for obscure knowledge and talk with expert scholars. The library's agents, who go out into the world to acquire new books, can also serve as adversaries looking for a book the characters possess or are seeking. Especially bold (or reckless) characters might try to steal a powerful book from the library. This article presents the library's lore, plot hooks, stat blocks, and some of the magic items kept within its vaults.",
"The Chained Library is a great fortress built into the black rock cliffs far from civilization. Spellbooks of liches and necromancers and ancient tomes of infernal secrets line the library's prison-shelves, guarded by blind celestials.",
"The library predates every known kingdom and even some of the younger gods. There are as many stories about its origin as there are sages to tell them. The Chained Library's own version, sealed in a marble vault in the deepest depths of the archive, attributes its founding to Archmage Valistus. It is written that Valistus' apprentice, Ravelin, gave himself over to the study of dark magic. Valistus intervened, sealing away his apprentice's spellbooks and research, along with all the tomes and scrolls he used to guide his studies. Valistus summoned and bound celestial creatures of unwavering morals to guard them. In time, other mages and scholars presented Valistus with dangerous texts that could damn the world.",
"Now, the Chained Library sends out agents to find and claim more dangerous books. The library's judgement is strict and their agents persistent: once the librarians determine that a book must be taken into their secure storage, they work tirelessly to obtain it, regardless of how it's being used; a book of necromancy used to cure a plague is still an evil book, and must be shut away. Occasionally a visitor who proves their wisdom and moral character might be allowed to peruse a tome or two, under supervision, but knowledge taken into the library is effectively lost forever. However, the library never destroys a text: knowledge is sacred, and any information might serve a purpose in the future.",
"Even finding the library is a challenge. It's not on any map, and the few travelogues that exist are cryptic at best. The journey is always perilous and long.",
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"Gaining access to the library is not as simple as knocking on the door. The librarians may consider the writs of monarchs, but only out of politeness. No sum of money is ever enough, and no threat or show of force has ever intimidated the librarians. However, the pleas of church es and pious orders can open the gate, and individuals with a reputation as responsible and diligent scholars are granted admission if they ask with humility. And, of course, the librarians are especially tempted to admit visitors with a book they dearly desire to add to the collection.",
{
"type": "entries",
"name": "Defenses",
"page": 13,
"entries": [
"The library's external doors are impervious to magic, and the locks are inaccessible from the outside. Forcing the doors open would require a siege engine. The doors inside the library are almost as sturdy. They are resistant to magic (there is a 25% chance that spells or other magical effects have no effect on the doors), and require a successful DC 25 Dexterity check using thieves' tools to unlock or a successful DC 30 Strength check to force open. The library staff have keys to all the doors, but they're common magical items that must be attuned to the user to work.",
"The library's strongest defense is the curse it bestows on thieves: a creature who leaves the library with one of its books must succeed on a DC 16 Constitution saving throw at dawn the following day or take 5 ({@damage 1d10}) necrotic damage as its hands start to blacken and rot. A creature who fails the save must also roll one Hit Die. Its hit point maximum is permanently reduced by the amount on the die, and its Hit Dice are permanently reduced by one. The rot spreads daily, spreading up the arms, over the body, and eventually up to the creature's face. The thief must repeat the save at dawn each day, whether they succeed or fail. The greater restoration spell restores the creature's hit point maximum and total number of Hit Dice, but the thief must keep making saving throws each day until they return the book to its correct place in the library. When the victim's total number of Hit Dice or hit point maximum drops to 0, it dies."
]
}
]
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"page": 13,
"entries": [
"There is one entrance to the Chained Library: bronze double doors set in the cliffside, inlaid with sigils of protection and runes to dispel magic—and sealed by thirteen locks both magical and mundane. The doors are opened briefly each sunrise to admit any visitors who wait in the black ash desert beyond, where vulture-like birdfolk prey on weakened, sunstruck travelers.",
{
"type": "entries",
"name": "The Howling Shelves",
"page": 13,
"entries": [
"Stored on the library's first floor, the Howling Shelves make up the majority of the collection. Here, the librarians store spellbooks and research notes, tomes of demonology, and other dangerous, but possibly useful knowledge. The eyeless guardians patrol the area, where each book is chained to the shelves with adamantium links. Librarians habitually enter this area in pairs, each watching the other to ensure they're not tempted to read any of the books.",
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"The eyeless guardians resemble muscular, ivory-skinned humanoids with gold plate mail magically grafted to their skin. Golden helms enclose their heads, with thick bronze spikes driven into their eyes.",
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},
{
"type": "entries",
"name": "The Deep Stacks",
"page": 15,
"entries": [
"The eyeless guardians visit the Deep Stacks only when ordered to do so, and the librarians don't come here at all: the books here are too dangerous, intelligent and malevolent to risk humanoid contact.",
"The Deep Stacks are the lowest level of the library, a sump of threatening arcane power. These malevolent prisoners long for someone to read them, hoping to possess a living creature who can leave the library.",
"Each book is capable of communicating and has its own agenda. The way the book communicates and its agenda can be chosen or rolled on the tables below.",
{
"type": "table",
"colLabels": [
"d100",
"Communication"
],
"colStyles": [
"col-3 text-center",
"col-9 text-left"
],
"rows": [
[
"01-70",
"The book communicates by transmitting emotions and images to creatures within 30 feet of it."
],
[
"71-00",
"The book can communicate telepathically with any creature that understands a language within 30 feet of it."
]
]
},
{
"type": "table",
"colLabels": [
"d6",
"Agenda"
],
"colStyles": [
"col-3 text-center",
"col-9 text-left"
],
"rows": [
[
"1",
"Summon a powerful extraplanar entity"
],
[
"2",
"Reunite with its former master, a powerful wizard or lich"
],
[
"3",
"Destroy an old enemy and everyone they hold dear"
],
[
"4",
"Consume 100 other books, gaining power with each one"
],
[
"5",
"Bring down a kingdom"
],
[
"6",
"Destroy the Chained Library"
]
]
},
{
"type": "list",
"items": [
"{@creature Sentient Grimoire|Ar4}"
]
},
{
"type": "image",
"href": {
"type": "external",
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{
"type": "entries",
"name": "Domiciles",
"page": 17,
"entries": [
"Accommodations for scribes and librarians take up the majority of the library's second level. An enchanted cauldron provides food and water in the refectory, the residents sleep in simple, spartan dormitories, and a suite of training rooms are used for magical instruction, practicing stealth and tracking, and combat lessons with swords and daggers. Agents must be able to defend themselves, after all."
]
},
{
"type": "entries",
"name": "Scriptorium",
"page": 17,
"entries": [
"In the Scriptorium, scribes sit in walled, warded cubicles making copies of books so damaged or aged that their contents are in danger of destruction. No matter how dangerous the contents, there must always be a viable and accurate copy in existence.",
"Exposure to these books can poison the mind. The scribes never speak of their work, and most wear scribe's lenses that keep them from understanding the words and images they copy. Despite this precaution, ideas leak in; scribes suffer from nightmares, and occasionally more serious consequences, such as repeating the half-remembered lore of the texts to their colleagues, unleashing dangerous ideas that are trapped in paper for good reason."
]
}
]
},
{
"type": "entries",
"name": "Librarian NPCs",
"page": 17,
"entries": [
"The following NPCs are librarians you can add to your game or use as inspiration to create your own library staff. There are dozens of librarians within the Chained Library, representing every humanoid ancestry and origin.",
{
"type": "entries",
"name": "Samaris",
"page": 17,
"entries": [
"Samaris, an ancient tiefling with long black horns, is the oldest of the librarians. She despises every book in the library and dreams nightly about setting fire to the entire collection for the good of the world. Samaris mistrusts anyone who asks to read one of the books and sends agents of the library to shadow visitors after they leave, waiting for those guests to prove their corruption so she can order their assassination."
]
},
{
"type": "entries",
"name": "Alois",
"page": 17,
"entries": [
"The young human Alois is the newest addition to the library's staff. They arrived the same way all the librarians do: following a calling in their dreams. Alois isn't convinced that the books they guard are evil: they are, after all, just books. When they can, Alois slips into the Howling Shelves and browses the texts there. They haven't yet had an opportunity to venture into the Deep Stacks, but one day they will."
]
},
{
"type": "list",
"items": [
"{@creature Librarian|Ar4}"
]
},
{
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"href": {
"type": "external",
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{
"type": "entries",
"name": "Library Agents",
"page": 18,
"entries": [
"The Chained Library's agents are everywhere, from major cities to the halls of academia, trawling secondhand book markets and private collections. They use whatever tactics necessary to obtain their prizes. They visit auctions and merchants, using the library's sizable budget to buy up what they can. For books not on the market, they use blackmail, bribery, and theft. Occasionally, a wealthy aristocrat or powerful mage is murdered, and the only things missing from the crime scene are a couple of precious books. The agents' activities are consistent in only one way: that no books are harmed or destroyed, no matter how dangerous they are. The Chained Library is capable of storing anything, and the destruction of knowledge is sacrilege.",
"The library agents exist to remove dangerous books from circulation in the outside world. This includes books of dark magic, the spellbooks of liches and evil mages, the secrets of wicked gods, and knowledge that could be used to open pathways to other planes: things not of the material world that could fundamentally threaten life there. The agents take no interest in material that is politically dangerous—many rulers have tried to recruit the library to suppress inconvenient or threatening information, but the organization is profoundly uninterested.",
{
"type": "entries",
"name": "Agent NPCs",
"page": 18,
"entries": [
"The Chained Library has numerous agents. The NPCs below are examples you can include in your game or use as inspiration for NPCs of your own.",
"Agents of the library recognize one another by the magical tattoos on their right index finger: a line of Common script reading, \"Close your mind,\" encircled by chains. The tattoos are visible to creatures with truesight. The tattoos use special ink which allows a detect magic spell to reveal them.",
{
"type": "entries",
"name": "Vornak",
"page": 19,
"entries": [
"Vornak is a towering, tusked half-orc who liaises with private collectors of books and scrolls. A well-dressed, well-spoken man with a faint lisp, he's quite the conversationalist and raconteur.",
"Most of the texts the library obtains come from people with academic or financial interests in such things. These are Vornak's clients. He has a knack for finding equally rare books that suit these collectors' interests but possess no value for the Chained Library. He arranges sales and exchanges, and maintains a network of contacts who inform him when potentially interesting texts appear. Vornak is always in need of mercenaries to obtain the books that are his stock in trade."
]
},
{
"type": "entries",
"name": "Keledra",
"page": 19,
"entries": [
"The slight, freckled, half-elf thief Keledra steps in where money and blandishments fail. She follows tips from her network, the thieves and scoundrels she worked with before the Chained Library recruited her. Her work is as dangerous as the books she steals. She slips into the secured sanctums of people who obtain tomes of evil magic with the intent to use them. Keledra takes her work seriously: she trains hard and picks up magical skills where she can to complement her deft hands. Keledra trusts few people and works alone, but she finds her path crossing with the same foes time and again as rivals, guards, and targets."
]
},
{
"type": "list",
"items": [
"{@creature Chained Library Agent|Ar4}"
]
}
]
}
]
},
{
"type": "entries",
"name": "Encountering the Chained Library",
"page": 20,
"entries": [
"A party of adventurers might encounter the Chained Library and its agents as allies, enemies, or both at different times. The first four adventure hooks presented below serve as introductions to the Chained Library; the last five are better used once a connection has been established.",
{
"type": "entries",
"name": "Allies of Convenience",
"page": 20,
"entries": [
"The characters and one or more agents of the library explore the same ruin or tomb. It's dangerous work, and the two groups are safer together. The agents get their prize, and the characters get theirs—unless one side is lying about what they really want."
]
},
{
"type": "entries",
"name": "Master Thief",
"page": 20,
"entries": [
"A friendly NPC patron employs the characters to catch a skilled thief plaguing the libraries of learned folk. Once caught, the thief explains her mission: she's relieving a cult of infernalists of their source material and taking it into safekeeping at the Chained Library. What do the characters do with the knowledge that their employers are in league with fiends?"
]
},
{
"type": "entries",
"name": "Reclamation",
"page": 20,
"entries": [
"The characters have come into possession of a book the library's agents claim should be safely locked away. They're willing to pay a significant price, but the characters need the book to defeat a great evil."
]
},
{
"type": "entries",
"name": "Rivals",
"page": 20,
"entries": [
"The characters want one or more books from the estate of a deceased mage. Agents of the Chained Library have their eyes on several of the same tomes. Social and political maneuvering, bribery, blackmail, and threats all follow...plus whatever chaos the characters inevitably add to the mix."
]
},
{
"type": "entries",
"name": "Apostate",
"page": 20,
"entries": [
"One of the library's scribes read something they shouldn't, and now they're burdened by terrible knowledge that's unraveling their mind and demanding to be used. If the characters don't stop the scribe, the librarian causes terrible harm. To complicate matters, the library is loath to kill one of their own and wants to see the scribe protected and healed."
]
},
{
"type": "entries",
"name": "Incursion",
"page": 20,
"entries": [
"Either the characters failed the test in the \"Prospective Readers\" adventure hook, or the book they sought is in the Deep Stacks, never to be looked upon. They must infiltrate or breach the library by force."
]
},
{
"type": "entries",
"name": "Prospective Readers",
"page": 20,
"entries": [
"The characters need access to knowledge contained within the library. But to be admitted to the library, they must pass three trials to prove their virtue and moral fiber."
]
},
{
"type": "entries",
"name": "Resale",
"page": 20,
"entries": [
"Books from the library make their way onto the market. Why? Who is allowing this? Has a thief plundered the library, or is there a traitor inside?"
]
},
{
"type": "entries",
"name": "Unburdening",
"page": 20,
"entries": [
"The characters have come into possession of a book full of vile secrets. They must find the library or its agents to get rid of the wretched tome. This adventure can lead into any other plot hook where the library requires the characters' assistance."
]
}
]
},
{
"type": "entries",
"name": "Treasures of the Chained Library",
"page": 20,
"entries": [
"The library contains the following magic items.",
{
"type": "entries",
"name": "Library Equipment",
"page": 20,
"entries": [
"The librarians of the Chained Library are sworn to protect the books in their care—and they, in turn, use specialized items to protect themselves from those same books.",
{
"type": "list",
"items": [
"{@item Null Fold|Ar4}",
"{@item Scribe's Lenses|Ar4}"
]
}
]
},
{
"type": "entries",
"name": "Forbidden Tomes",
"page": 21,
"entries": [
"The Chained Library contains many magic books. The following forbidden tomes are locked away in the Deep Stack.",
{
"type": "list",
"items": [
"{@item A Revised History of the World|Ar4}",
"{@item Corpus Eternitas|Ar4}"
]
}
]
},
{
"type": "entries",
"name": "Other Treasures",
"page": 21,
"entries": [
"The Chained Library holds many other valuable books, including {@item tome of clear thought||tomes of clear thought}, {@item tome of leadership and influence||tomes of leadership and influence}, and the powerful codices presented in {@i Strongholds & Followers} and {@i Kingdoms & Warfare} such as {@i the codex terragnosis} and {@i the codex mirror}. Not one of these books should be considered \"safe.\" As a guideline, most knowledge in the Chained Library comes with a price: the reader is either marked with a curse from the book's previous owner, tempted into serving that owner's agenda, or pursued by creatures eager to take the book from them."
]
}
]
}
]
}
]
}
},
{
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"_meta": {
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"json": "Ar5",
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"full": "Arcadia Issue 5",
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"Carlos Cisco",
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"size": [
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"type": {
"type": "beast",
"swarmSize": "T"
},
"alignment": [
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"ac": [
12
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"hp": {
"average": 21,
"formula": "6d8 - 6"
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"speed": {
"walk": 10,
"fly": 50
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"str": 6,
"dex": 14,
"con": 8,
"int": 3,
"wis": 12,
"cha": 6,
"skill": {
"perception": "+5"
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"passive": 15,
"resist": [
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"piercing",
"slashing"
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"frightened",
"grappled",
"paralyzed",
"petrified",
"prone",
"restrained",
"stunned"
],
"cr": "1/4",
"trait": [
{
"name": "Additional Hit Points",
"entries": [
"The swarm gains an additional 4 x Flock Bonus hit points. The Flock Bonus is the number of ravens in the flock divided by 10, rounded up."
]
},
{
"name": "Swarm",
"entries": [
"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points."
]
}
],
"action": [
{
"name": "Beaks",
"entries": [
"{@atk mw} {@hit 4} to hit, reach 5 ft., one target in the swarm's space. {@h}FB x {@damage 1d6} piercing damage, or half that if the swarm has half of its hit points or fewer."
]
}
],
"damageTags": [
"P"
],
"miscTags": [
"MW"
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},
{
"name": "Garin Najis",
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"source": "Ar5",
"page": 21,
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"human"
]
},
"alignment": [
"N",
"E"
],
"ac": [
{
"ac": 17,
"from": [
"{@item +1 breastplate}"
]
}
],
"hp": {
"average": 120,
"formula": "16d8 + 48"
},
"speed": {
"walk": 30
},
"str": 9,
"dex": 14,
"con": 16,
"int": 11,
"wis": 20,
"cha": 14,
"save": {
"wis": "+8",
"cha": "+5"
},
"skill": {
"history": "+3",
"intimidation": "+5",
"insight": "+8",
"religion": "+3"
},
"passive": 15,
"languages": [
"Celestial",
"Common",
"Dwarvish",
"Goblin"
],
"cr": "7",
"spellcasting": [
{
"type": "spellcasting",
"name": "Spellcasting",
"headerEntries": [
"Garin is a 13th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks). He has the following spells prepared:"
],
"spells": {
"0": {
"spells": [
"{@spell light}",
"{@spell sacred flame}",
"{@spell spare the dying}",
"{@spell thaumaturgy}"
]
},
"1": {
"slots": 4,
"spells": [
"{@spell bane}",
"{@spell divine favor}",
"{@spell identify}*",
"{@spell shield of faith}*"
]
},
"2": {
"slots": 3,
"spells": [
"{@spell enhance ability}*",
"{@spell magic weapon}*",
"{@spell spiritual weapon}"
]
},
"3": {
"slots": 3,
"spells": [
"{@spell haste}*",
"{@spell protection from energy}*",
"{@spell spirit guardians}"
]
},
"4": {
"slots": 2,
"spells": [
"{@spell freedom of movement}*",
"{@spell guardian of faith}",
"{@spell stoneskin}*"
]
},
"5": {
"slots": 2,
"spells": [
"{@spell dispel evil and good}*",
"{@spell geas}",
"{@spell greater restoration}*"
]
},
"6": {
"slots": 1,
"spells": [
"{@spell harm}"
]
},
"7": {
"slots": 1,
"spells": [
"{@spell plane shift}"
]
}
},
"footerEntries": [
"*Prophet Motive spell"
],
"ability": "wis"
}
],
"trait": [
{
"name": "Prophet Motive (5/Day)",
"entries": [
"When Garin casts certain spells on another creature, he can replicate the effect on himself. If the spell ends, the effect ends on him as well."
]
}
],
"action": [
{
"name": "+1 Dagger",
"entries": [
"{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."
]
}
],
"reaction": [
{
"name": "Object of Desire (2/Day)",
"entries": [
"When another creature within 30 feet of Garin targets him with an attack, he can hold up his holy symbol and manifest the object the attacker desires most. The attacker must make a {@dc 16} Wisdom saving throw.",
"On a failed save, the target is {@condition stunned} for 1 minute. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
]
},
{
"name": "Divine Kleptocracy (1/Day)",
"entries": [
"When a creature Garin can see within 30 feet of him is targeted by a spell that requires concentration, Garin can duplicate the spell's effect on himself. If the spell ends for the other creature, the effect ends for him at the end of his next turn."
]
}
],
"languageTags": [
"C",
"CE",
"D",
"GO"
],
"miscTags": [
"MW",
"RW",
"THW",
"MLW"
],
"conditionInflict": [
"stunned"
],
"conditionInflictSpell": [
"charmed"
],
"fluff": {
"entries": [
"To say that Garin Najis was born with a silver spoon in his mouth would be an understatement—start with platinum, and then change spoons for every bite. After a life of opulence, he should want for nothing, yet all he does is want. His path of avarice started early and only deepened.",
"Born to wealthy nobles who owned several emerald mines, there was never a moment in his upbringing where he felt lack or need. He bragged about how he walked around with uncut gems in his pockets in his days at the academy. When he came of age and his parents decided to teach him how to manage the mines, he was initially horrified. They exploited their miners for little pay and forced them to work in dangerous conditions under strict contracts that prevented departure.",
"Everything suddenly clicked into place for Garin. As it dawned on him that this exploitation was the reason for his wealth...he embraced it. But unlike his parents, whose zeal for hard capital was secular, Garin looked at his inheritance and saw it as his divine duty to Pta'u to expand, grow, and consume. He would never be satisfied. He convinced his workers that their labor in his service was a path to the divine. Their hard work, sweat, and tears would lead to countless rewards in the next life... and countless rewards in this life for Garin.",
"A prosperity preacher of the highest order, Garin keeps a close counsel of powerful, mercenary-minded adventurers and commands a loyal following of brainwashed cult-like laborers who literally die to hand him a freshly mined gem. Garin can be found most often managing his various enterprises, but as of late he has felt the itch of adventure and has taken to traveling in search of more resources (both material and humanoid) to exploit.",
"Garin never faces down an enemy without a well-prepared battlefield or plenty of minions. His primary strategy is to keep as much cannon fodder between him and his foes while simultaneously bolstering his legions and himself. He makes good use of his Prophet Motive feature to keep buffs on his allies and himself while using spells like {@spell guardian of faith} and {@spell spirit guardians} to control the battlefield to his liking. He is a coward at heart and will leave his minions to die if he sees the tides turning against him."
]
},
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"N",
"O",
"R",
"Y"
],
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"+1 dagger|dmg"
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"savingThrowForced": [
"wisdom"
],
"savingThrowForcedSpell": [
"charisma",
"constitution",
"dexterity",
"wisdom"
]
},
{
"name": "Acolyte of Ambition",
"source": "Ar5",
"page": 19,
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"any race"
]
},
"alignment": [
"A"
],
"ac": [
{
"ac": 15,
"from": [
"Medium"
]
}
],
"hp": {
"special": "health levels equal to their level"
},
"speed": {
"walk": {
"number": 30,
"condition": "(dependant on ancestry)"
}
},
"str": 14,
"dex": 14,
"con": 14,
"int": 14,
"wis": 18,
"cha": 14,
"save": {
"str": "+3",
"dex": "+3",
"con": "+3",
"int": "+3",
"wis": "+6",
"cha": "+3"
},
"skill": {
"insight": "+5",
"religion": "+2"
},
"senses": [
"appropriate to ancestry"
],
"passive": 12,
"languages": [
"appropriate to ancestry (usually Common)"
],
"cr": "Unknown",
"trait": [
{
"name": "Retainer",
"entries": [
"This creature is a Retainer, as described in {@book Strongholds and Followers|SaF|8|Retainers}"
]
}
],
"action": [
{
"name": "Signature Attack",
"entries": [
"{@atk rw} {@hit 6} to hit, reach 60 ft., one target. {@h}7 ({@damage 1d10+2}) piercing damage."
]
},
{
"name": "3rd-Level (3/Day) Prophet Motive",
"entries": [
"The acolyte casts shield of faith on another creature. The effect is replicated on the acolyte for the duration."
]
},
{
"name": "5th-Level (2/Day, Reaction) Stunning Acquisition",
"entries": [
"When another creature targets the acolyte with an attack, the acolyte can cause the attacker to make a Wisdom saving throw. On a failed save, the target is stunned until the end of the acolyte's next turn."
]
},
{
"name": "7th-Level (1/Day) Rapid Synergy",
"entries": [
"The acolyte casts haste on another creature. The effect is replicated on the acolyte for the duration."
]
}
],
"miscTags": [
"RW",
"RCH"
]
},
{
"name": "Citrine Protector",
"source": "Ar5",
"page": 19,
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"any race"
]
},
"alignment": [
"A"
],
"ac": [
{
"ac": 15,
"from": [
"Medium"
]
}
],
"hp": {
"special": "health levels equal to their level"
},
"speed": {
"walk": {
"number": 30,
"condition": "(dependant on ancestry)"
}
},
"str": 14,
"dex": 14,
"con": 14,
"int": 14,
"wis": 18,
"cha": 14,
"save": {
"str": "+3",
"dex": "+3",
"con": "+3",
"int": "+6",
"wis": "+6",
"cha": "+3"
},
"skill": {
"history": "+2",
"nature": "+2"
},
"senses": [
"appropriate to ancestry"
],
"passive": 12,
"languages": [
"appropriate to ancestry (usually Common)"
],
"cr": "Unknown",
"trait": [
{
"name": "Retainer",
"entries": [
"This creature is a Retainer, as described in {@book Strongholds and Followers|SaF|8|Retainers}"
]
}
],
"action": [
{
"name": "Signature Attack",
"entries": [
"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8+3}) bludgeoning damage."
]
},
{
"name": "3rd-Level (3/Day, Bonus Action) Citrine Strike",
"entries": [
"The protector bathes their weapon in elemental energy. The next time they hit with their signature attack, they deal an additional {@damage 1d8} acid damage."
]
},
{
"name": "5th-Level (1/Day) Acid Rain",
"entries": [
"The protector casts call lightning, dealing acid damage instead of lightning damage."
]
},
{
"name": "7th-Level (3/Day, Bonus Action) Citrine Core",
"entries": [
"The protector gains a +1 bonus to AC and resistance to acid damage for 1 minute. In addition, when this feature is active and a creature within 30 feet of the protector hits the protector with a weapon attack, the protector can use their reaction to deal {@damage 2d8} acid damage to the attacker."
]
}
],
"miscTags": [
"MW"
]
},
{
"name": "Free Lancer",
"source": "Ar5",
"page": 20,
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"any race"
]
},
"alignment": [
"A"
],
"ac": [
{
"ac": 17,
"from": [
"Heavy"
]
}
],
"hp": {
"special": "health levels equal to their level"
},
"speed": {
"walk": {
"number": 30,
"condition": "(dependant on ancestry)"
}
},
"str": 18,
"dex": 14,
"con": 14,
"int": 14,
"wis": 14,
"cha": 18,
"save": {
"str": "+6",
"dex": "+3",
"con": "+3",
"int": "+3",
"wis": "+6",
"cha": "+6"
},
"skill": {
"insight": "+2",
"religion": "+2"
},
"senses": [
"appropriate to ancestry"
],
"passive": 12,
"languages": [
"appropriate to ancestry (usually Common)"
],
"cr": "Unknown",
"trait": [
{
"name": "Retainer",
"entries": [
"This creature is a Retainer, as described in {@book Strongholds and Followers|SaF|8|Retainers}"
]
}
],
"action": [
{
"name": "Signature Attack",
"entries": [
"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d12+3}) piercing damage."
]
},
{
"name": "3rd-Level (3/Day, Reaction) Smiling Blade",
"entries": [
"When the lancer hits a creature with a melee weapon attack, the lancer can cause the target to make a Charisma saving throw. On a failed save, the creature is charmed by the lancer until the end of the lancer's next turn."
]
},
{
"name": "5th-Level (2/Day) Sting of Betrayal",
"entries": [
"When the lancer deals damage to a creature currently charmed by them or an ally within 30 feet of the lancer, they deal an additional {@damage 2d8} psychic damage."
]
},
{
"name": "7th-Level (1/Day, Bonus Action) Aura of Opportunity",
"entries": [
"When lancer activates this aura, it lasts for 1 minute. When an enemy within 10 feet of the lancer targets a creature that is not the lancer with an attack, the enemy makes the attack roll with disadvantage. In addition, when an enemy within 10 feet of the lancer hits the lancer with an attack, the lancer can use their reaction to force the creature to make a Charisma saving throw. On a failed save, the creature is charmed by the lancer until the end of the lancer's next turn."
]
}
],
"miscTags": [
"MW",
"RCH"
]
}
],
"spell": [
{
"name": "Alabaster's Adaptation (World Below)",
"source": "Ar5",
"page": 24,
"level": 6,
"school": "T",
"time": [
{
"number": 1,
"unit": "hour"
}
],
"range": {
"type": "point",
"distance": {
"type": "touch"
}
},
"components": {
"v": true,
"s": true,
"m": {
"text": "rare mushrooms and algae worth a total of 500 gp, which the spell consumes",
"cost": 50000,
"consume": true
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "hour",
"amount": 8
}
}
],
"meta": {
"ritual": true
},
"entries": [
"You adapt the physiology of a willing creature you touch to the dangers of the World Below, altering the creature so they can traverse the plane more safely. The spell reprograms nerves, grows a lining of lead in the skull, changes body chemistry, and more. It can also create up to three cosmetic changes determined by the caster, such as pointed ears, plaid skin, or sharp teeth. For the duration, the creature gains the following benefits:",
{
"type": "list",
"items": [
"The creature gains {@sense darkvision} out to a range of 120 feet and {@sense tremorsense|MM} to a range of 60 feet.",
"The creature has advantage on Wisdom ({@skill Perception}) and Dexterity ({@skill Stealth}) checks.",
"The creature gains immunity to poison damage and the {@condition poisoned} condition, and resistance to psychic damage.",
"The creature gains a climbing speed equal to its walking speed and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free.",
"The creature can sweat acid. As an action, the creature can expend a Hit Die by rolling it, (and doesn't add its Constitution modifier). The creature takes acid damage equal to the result, and any other creatures or nonmagical objects touching it take twice that amount of acid damage. The acid evaporates after this damage is dealt. This acid instantly destroys any web it touch es, such as those created by the {@spell web} spell. In addition, the acid corrodes any nonmagical armor worn by the creature, which takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. However, the creature can produce this acid selectively on its body, i.e., only around its wrists and ankles. Another creature or object only takes acid damage if they are in contact with where the creature produces the acid."
]
}
],
"damageResist": [
"psychic"
],
"damageImmune": [
"psychic"
],
"damageVulnerable": [
"psychic"
],
"conditionInflict": [
"poisoned"
],
"miscTags": [
"ADV",
"MAC"
],
"classes": {
"fromClassList": [
{
"name": "Druid",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"fluff": {
"entries": [
"I have made numerous adaptation spells, each for a different locale, but this one is the newest and so—I hope—the most reliable! Heading to the World Below to find a purple worm nest or trade with deep gnomes? Be sure to prepare accordingly!"
]
}
},
{
"name": "Alabaster's Adjacent Acquisition",
"source": "Ar5",
"page": 24,
"level": 1,
"school": "C",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 30
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "instant"
}
],
"entries": [
"One Tiny object within range teleports directly into your hand, even if that object is carried or worn by another creature. If you can't see the object, there is a 50% chance that you conjure a different object within range by mistake, chosen by the GM. The spell is not without a sense of irony.",
"If you attempt to conjure an object that is physically connected to another object—such as a cog within a complex machine or the deadlock off a door—there is only a 5% chance that the spell is able to break the object free of its surroundings and successfully conjure it."
],
"classes": {
"fromClassList": [
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"fluff": {
"entries": [
"One of my first spells, and I believe still one of my best. Originally devised as a method to retrieve tea from my study without getting up, I've found that adjacent acquisition is more useful than it has any right to be. Things I have used this spell to retrieve include an enchanted tiara, a kobold egg, a half-digested book, and a stray fingerbone."
]
}
},
{
"name": "Animate Echoes",
"source": "Ar5",
"page": 25,
"level": 3,
"school": "D",
"time": [
{
"number": 1,
"unit": "minute"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"v": true,
"s": true,
"m": {
"text": "a pocket watch worth at least 100 gp, which the spell consumes",
"cost": 10000,
"consume": true
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 10
},
"concentration": true
}
],
"meta": {
"ritual": true
},
"entries": [
"You reach through time and reveal the echoes of the past, which appear as hazy figures flickering in a radius around you. These figures reflect the passage and actions of other creatures who have been in the area before you.",
"When you cast the spell, you choose how big the affected area is, up to a radius of 60 feet, and this area moves with you. While concentrating on the spell, you can view any events that occurred within the past 24 hours. You can fast-forward, freeze, reverse, or slow down the echoes as you please. Other creatures can see the echoes exactly as you can while this spell is active.",
"These echoes are blurry and indistinct—they may indicate the general shape and size of different creatures, but do not reveal specific details, such as faces or clothes. Echoes are silent, incorporeal, and have no smell or taste."
],
"classes": {
"fromClassList": [
{
"name": "Warlock",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"fluff": {
"entries": [
"Time is a funny thing. Actions carried out in the mundane world have a tendency to echo in strange ways—do something interesting enough and it stamps a sort of signature on reality. Traces of it remain. Indelible, but invisible.",
"Animate echoes can reveal these traces, allowing us to gaze directly upon an after-image of past events, as though they were still happening around us."
]
}
},
{
"name": "Compelling Propulsion",
"source": "Ar5",
"page": 25,
"level": 2,
"school": "T",
"time": [
{
"number": 1,
"unit": "reaction",
"condition": "which you take when a creature enters a space within 5 feet of you"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 5
}
},
"components": {
"s": true
},
"duration": [
{
"type": "instant"
}
],
"entries": [
"When another creature enters a space with 5 feet of you, you can unleash a blast of arcane force. The triggering creature must make a Dexterity saving throw. On a failure, the target is pushed 20 feet away from you and falls {@condition prone}.",
"On a success, the creature is pushed half as far, and doesn't fall {@condition prone}. Fragile, nonmagical objects in the target's path—such as a window or wooden chair—are destroyed. If the target hits an object that is magical or not fragile—such as an immovable rod or a stone wall—the creature stops moving and takes {@damage 1d10} bludgeoning damage per 10 feet of movement left over, as the spell's magic repeatedly hammers the target against the object. If the creature hits another creature, both creatures take this damage and fall {@condition prone}."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast this spell using a spell slot of 3rd level or higher, the distance a creature is pushed increases by 10 feet for each slot level above 2nd."
]
}
],
"damageInflict": [
"bludgeoning"
],
"conditionInflict": [
"prone"
],
"savingThrow": [
"dexterity"
],
"miscTags": [
"FMV"
],
"classes": {
"fromClassList": [
{
"name": "Bard",
"source": "PHB"
},
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Warlock",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"fluff": {
"entries": [
"I think many wizards could stand to spend a little more time around people. That said, personal space is important, and the wizarding life certainly includes moments in which you'd rather have a little bit more of it.",
"This spell is a (relatively) safe way to ensure that others give you a wider berth than they were perhaps planning to. Once mastered, the effects can be quite spectacular."
]
}
},
{
"name": "Gaze of venom",
"source": "Ar5",
"page": 26,
"level": 6,
"school": "V",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1
},
"concentration": true
}
],
"entries": [
"For the duration, your eyes become pools of harsh yellow light. When a creature that can see your eyes starts its turn within 60 feet of you, you can force it to make a Constitution saving throw as long as you can see the creature and aren't incapcitated. On a failure, the target takes {@damage 4d8} poison damage and {@damage 4d8} psychic damage, and is {@condition poisoned} until the start of its next turn.",
"While {@condition poisoned} in this way, the creature is slowed and can't move more than 10 feet on a turn. A creature that isn't surprised can avert its gaze to avoid the saving throw at the start of its turn. If the creature does so, it can't see you until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at you in the meantime, you can force it to immediately make the save.",
"If you see your eyes in a reflective surface (such as a mirror, polished breastplate, or the surface of a lake) within 60 feet of you, you are affected by your own gaze and must succeed on the saving throw or suffer the effects of the spell."
],
"damageInflict": [
"poison",
"psychic"
],
"conditionInflict": [
"poisoned"
],
"savingThrow": [
"constitution"
],
"miscTags": [
"SGT"
],
"classes": {
"fromClassList": [
{
"name": "Bard",
"source": "PHB"
},
{
"name": "Druid",
"source": "PHB"
},
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Warlock",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"fluff": {
"entries": [
"I learned this one from an Ixian sorcerer. He didn't speak Common but got his point across just fine."
]
}
},
{
"name": "Realize image",
"source": "Ar5",
"page": 26,
"level": 9,
"school": "C",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 60
}
},
"components": {
"v": true,
"s": true,
"m": {
"text": "a diamond looking glass worth at least 750 gp, which is consumed by the spell",
"cost": 75000,
"consume": true
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "hour",
"amount": 1
},
"concentration": true
}
],
"entries": [
"One image you can see within range created by an illusion spell and that you know is illusory becomes real for the duration. The illusion must fit within 1 cubic mile of space. If the illusion spell that created the image ends before realize image does, the image persists for the duration of realize image.",
"Magical items made real by the spell don't have their magical properties, as the creation of magical items is a delicate (and often obscure) craft.",
"If the illusion is a creature, it uses the statistics of an appropriate creature created or chosen by the GM. Creatures created by realize image act surprised by their own existence, have no allegiances, and are controlled by the GM. Sentient creatures created by this spell have personalities and memories, but the GM decides what they are."
],
"miscTags": [
"SGT"
],
"classes": {
"fromClassList": [
{
"name": "Wizard",
"source": "PHB"
}
]
},
"fluff": {
"entries": [
"All magic is dangerous and should be treated as such, but some spells affect your life more than others if you let them.",
"This is one such spell.",
"I stumbled across it many years ago, etched into a shimmering pane of glass, locked deep in the catacombs beneath a castle that had been razed to the ground. I never did discover what had happened to the place, but I think I can make an educated guess in hindsight.",
"This spell makes illusions real. Not forever, mind you, but I can think of few things more dangerous than the imagination of an intrepid wizard imposing itself on reality, even if only temporarily."
]
}
},
{
"name": "Scryspike",
"source": "Ar5",
"page": 27,
"level": 3,
"school": "A",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"s": true
},
"duration": [
{
"type": "instant"
}
],
"entries": [
"You create a shimmering dagger of force in your hand, which possesses the ability to attack magical sensors, such as those created by the {@spell scrying} and {@spell clairvoyance} spells.",
"When you cast the spell, you make one melee or ranged spell attack with the dagger, after which the dagger disappears. On a hit, the target takes {@damage 5d10} psychic damage.",
"You can also make this attack against a magical sensor you can see within range, which has AC 10. On a hit, the sensor is destroyed and the spell creating it immediately ends. The creature that created the destroyed sensor automatically takes maximum damage from scryspike."
],
"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 {@damage 1d10} for each slot level above 3rd."
]
}
],
"damageInflict": [
"psychic"
],
"miscTags": [
"SGT"
],
"classes": {
"fromClassList": [
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Warlock",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"fluff": {
"entries": [
"There is nothing quite like the neckprickling sensation of a scrying sensor watching over you. While magic exists to detect scrying—and even to prevent it in the first place—the scryed-upon ultimately has few options. Detecting a scrying sensor has little value; you do not learn who is watching you or why, only that you are not alone.",
"Hence I found this spell of particular interest. While fairly vindictive, it provides a nimble mage with the option to strike down a scrying sensor if they can see it. Breaking the connection is extremely disorientating for your unwelcome observer, and makes for rather effective deterrence. Furthermore, even though this spell was first designed to sever magical connections, it severs a creature's synapses pretty well too, making it a dangerous ace to keep up your sleeve."
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%205%20Images/001-0119.webp"
}
}
]
}
},
{
"name": "Shadowslip",
"source": "Ar5",
"page": 28,
"level": 2,
"school": "T",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"v": true,
"s": true,
"m": "any cloak or cape"
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 10
},
"concentration": true
}
],
"entries": [
"You and your equipment vanish and melt into darkness, but your shadow remains on the ground with your consciousness in it. While shadowslipping, you gain a +10 bonus to Dexterity ({@skill Stealth}) checks, you have advantage on Dexterity saving throws, your AC becomes 20, you have 1 hit point, and you gain a climbing speed equal to your walking speed. You must be touching a surface at all times.",
"While shadowslipping, you can't speak aloud or manipulate objects, and any objects you were carrying or holding can't be dropped, used, or otherwise interacted with. You can't attack or cast spells. You can pass through small holes, narrow openings, and even mere cracks, and you treat liquids as if they were solid surfaces.",
"You can end the spell and revert to your normal form as an action, appearing where your shadow was. If there's not enough room for your normal form to appear, you take {@damage 1d10} force damage, and are shunted to the nearest available space.",
"If you drop to 0 hit points while shadowslipping you instantly revert back to your normal form, ignoring any excess damage, and appearing where your shadow was destroyed. If your shadow is destroyed while shadowslipping, you don't regain your shadow until the next dawn, and you have disadvantage on death saving throws until your shadow returns.",
"When you revert back to your normal form, you return to the number of hit points you had before you transformed."
],
"damageInflict": [
"force"
],
"savingThrow": [
"dexterity"
],
"miscTags": [
"ADV",
"HL",
"MAC"
],
"classes": {
"fromClassList": [
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Warlock",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"fluff": {
"entries": [
"A most useful spell for espionage, allowing the caster to become their own shadow and slide under doors or along walls. I prefer to turn into a fly myself, but not everyone has access to on-demand {@spell shapechange}. Perks of being an archmage."
]
}
},
{
"name": "Wielding",
"source": "Ar5",
"page": 29,
"level": 1,
"school": "T",
"time": [
{
"number": 1,
"unit": "bonus"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 5
}
},
"components": {
"v": true,
"s": true,
"m": "several small loops of brass wire, wound tightly around the fingers"
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 10
},
"concentration": true
}
],
"entries": [
"You point at a weapon sized for a Medium or smaller creature that you can see within 5 feet of you, and it springs into the air to float at your fingertips. If the weapon requires two hands to wield, you must have both hands free to cast this spell. While wielding a weapon in this way, you can use it as though you had proficiency with it, and you can use your spellcasting ability, instead of Strength or Dexterity, for the weapon's attack and damage rolls.",
"Only one weapon can be wielded by the spell at a time, and you need at least one free hand in order to maintain the spell, or two free hands for a two-handed weapon.",
"If you point at a weapon held by another creature when you cast this spell, that creature must make a Dexterity saving throw; a creature can choose to fail this saving throw if it wishes. On a success, the creature keeps its hold on the weapon and the spell ends.",
"If a creature wishes to grab a weapon from the spell's grasp, it must be within 5 feet of you and have a free hand. A creature can use its action to make a Strength ({@skill Athletics}) check opposed by an ability check using your spellcasting ability modifier and proficiency bonus. If the creature wins the contest, it snatches the weapon from your fingertips."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast this spell using a spell slot of 5th level or higher on a magic weapon that requires attunement, you are also considered attuned to the weapon and benefit from any features it has, so long as you have available attunement slots and meet all prerequisites for attunement. When the spell ends, your attunement to the weapon also ends, even if the item holds a curse that would normally prevent this.",
"Additionally, when you cast this spell using a spell slot of 5th level or higher, you can target weapons sized for Large creatures. When you cast this spell using a spell slot of 7th level or higher, you can target weapons sized for Huge creatures."
]
}
],
"savingThrow": [
"dexterity"
],
"miscTags": [
"SGT"
],
"classes": {
"fromClassList": [
{
"name": "Bard",
"source": "PHB"
},
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Warlock",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"fluff": {
"entries": [
"I personally have no great love for swords, but in my career I've found it impossible to get away from them. Magical, mundane, lost, shattered, or sacred; they always seem to be in my way. Eventually—wizard or not—you need to pick one of the damn things up.",
"This spell provides an elegant workaround for the wielding of hand-held weapons, and can even emulate a reasonable level of skill with them. It also comes with a few nice loopholes for disarming enemies and managing cursed items."
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%205%20Images/001-0128.webp"
}
}
]
}
}
],
"subclass": [
{
"name": "Avarice Domain",
"shortName": "Avarice",
"source": "Ar5",
"subclassSpells": [
"identify",
"shield of faith",
"enhance ability",
"magic weapon",
"haste",
"protection from energy",
"freedom of movement",
"stoneskin",
"dispel evil and good",
"greater restoration"
],
"subclassFeatures": [
"Avarice Domain|Cleric||Avarice|Ar5|1",
"Domain Spells|Cleric||Avarice|Ar5|1",
"Prophet Motive|Cleric||Avarice|Ar5|1",
"Channel Divinity: Object of Desire|Cleric||Avarice|Ar5|2",
"Divine Kleptocracy|Cleric||Avarice|Ar5|6",
"Potent Spellcasting|Cleric||Avarice|Ar5|8",
"Avatar of Excess|Cleric||Avarice|Ar5|17"
],
"additionalSpells": [
{
"innate": {
"1": [
"identify",
"shield of faith"
],
"2": [
"enhance ability",
"magic weapon"
],
"3": [
"haste",
"protection from energy"
],
"4": [
"freedom of movement",
"stoneskin"
],
"5": [
"dispel evil and good",
"greater restoration"
]
}
}
],
"className": "Cleric",
"classSource": "PHB"
},
{
"name": "Circle of the Gilded",
"shortName": "Gilded",
"source": "Ar5",
"subclassFeatures": [
"Circle of the Gilded|Druid||Gilded|Ar5|2",
"Elemental Extremis|Druid||Gilded|Ar5|2",
"Gilded Transference|Druid||Gilded|Ar5|2",
"Core Value|Druid||Gilded|Ar5|6",
"Pineal Precious|Druid||Gilded|Ar5|10",
"Prismatic Form|Druid||Gilded|Ar5|14"
],
"className": "Druid",
"classSource": "PHB"
},
{
"name": "Oath of Acquisitions",
"shortName": "Acquisitions",
"source": "Ar5",
"subclassFeatures": [
"Oath of Acquisitions|Paladin||Acquisitions|Ar5|3",
"Oath Spells|Paladin||Acquisitions|Ar5|3",
"Channel Divinity|Paladin||Acquisitions|Ar5|3",
"Aura of Opportunity|Paladin||Acquisitions|Ar5|7",
"The Bigger the Smile, the Sharper the Sword|Paladin||Acquisitions|Ar5|15",
"Greed is Good|Paladin||Acquisitions|Ar5|20"
],
"subclassSpells": [
"charm person",
"disguise self",
"attract metal|ar3",
"suggestion",
"hypnotic pattern",
"fear",
"dominate person",
"confusion",
"compulsion",
"geas"
],
"additionalSpells": [
{
"innate": {
"1": [
"charm person",
"disguise self"
],
"2": [
"enhance ability",
"magic weapon"
],
"3": [
"haste",
"protection from energy"
],
"4": [
"freedom of movement",
"stoneskin"
],
"5": [
"dispel evil and good",
"greater restoration"
]
}
}
],
"className": "Paladin",
"classSource": "PHB"
}
],
"subclassFeature": [
{
"name": "Avarice Domain",
"source": "Ar5",
"page": 12,
"className": "Cleric",
"classSource": "PHB",
"subclassShortName": "Avarice",
"subclassSource": "Ar5",
"level": 1,
"entries": [
"Coin Charlatans. Friars of Finance. Acolytes of Ambition. These pejoratives and others are flung at those clerics who discard religious platitudes and dogmatic structure for something more...distilled. Despite the slander and disdain, clerics of the Avarice Domain hold one truth above all else: the gods greedily withhold their power, only deeming those that would directly benefit them worthy of wielding it.",
"These clerics know they're worthy. Ambition leads to profit. Profit leads to power. They aren't evil misers, jealously guarding their jeweled temples—they know how to use that power. Goodly clerics who walk this path often find themselves at the epicenter of wealth, altruistically guiding it to where it will do the most good for everyone—including themselves. Avarice clerics are masters of battlefield control, bolstering the effectiveness of their collaborators.",
{
"type": "inset",
"name": "Editor Note: Avarice of Editions Past",
"entries": [
{
"type": "quote",
"entries": [
"While researching this article, the author found that the third edition of the game had official rules for an Avarice domain. While many expected evil deities had this domain in their portfolios, several good and neutral deities also had Avarice as one of their domains. In other words, greed can be good!"
],
"by": "James"
}
]
},
{
"type": "table",
"caption": "Avarice Deities",
"colLabels": [
"Example Deity",
"Pantheon"
],
"colStyles": [
"col-6 text-center",
"col-6 text-center"
],
"rows": [
[
"{@deity Pta'u||Ar5}",
"Forgotten Realms"
]
]
}
]
},
{
"name": "Domain Spells",
"source": "Ar5",
"page": 13,
"className": "Cleric",
"classSource": "PHB",
"subclassShortName": "Avarice",
"subclassSource": "Ar5",
"level": 1,
"header": 2,
"entries": [
"You gain domain spells at the cleric levels listed in the Avarice Domain Spells table. See the Divine Domain class feature for how domain spells work.",
{
"type": "table",
"caption": "Avarice Domain Spells",
"colLabels": [
"Cleric Level",
"Spells"
],
"colStyles": [
"col-3 text-center",
"col-9 text-left"
],
"rows": [
[
"1st",
"{@spell identify}, {@spell shield of faith}"
],
[
"3rd",
"{@spell enhance ability}, {@spell magic weapon}"
],
[
"5th",
"{@spell haste}, {@spell protection from energy}"
],
[
"7th",
"{@spell freedom of movement}, {@spell stoneskin}"
],
[
"9th",
"{@spell dispel evil and good}, {@spell greater restoration}"
]
]
}
]
},
{
"name": "Prophet Motive",
"source": "Ar5",
"page": 14,
"className": "Cleric",
"classSource": "PHB",
"subclassShortName": "Avarice",
"subclassSource": "Ar5",
"level": 1,
"header": 2,
"entries": [
"Divine assistance is most efficient when it synergizes between the Avarice cleric and whomever they deem worthy or capable enough allies. After choosing this domain at 1st level, when you cast a domain spell on an object or another creature, you can replicate the effect on yourself or an object you are touching without the need for additional components. If the spell requires concentration and your concentration ends, the spell ends on both you and the other creature, or both objects.",
"You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest."
]
},
{
"name": "Channel Divinity: Object of Desire",
"source": "Ar5",
"page": 14,
"className": "Cleric",
"classSource": "PHB",
"subclassShortName": "Avarice",
"subclassSource": "Ar5",
"level": 2,
"header": 2,
"entries": [
"Starting at 2nd level, you can distract those who wish to do you harm by tapping into their material desires. When you are attacked by another creature within 30 feet of you who can see you, you can use your Channel Divinity as a reaction to project an illusion of whatever the creature desires most from your holy symbol. The target must succeed on a Wisdom saving throw or become stunned until the end of your next turn.",
"The player or GM can roll a {@dice d10} on the Object of Desire table to determine what the creature most desires, or the GM is free to invent a craving. Savvy clerics take note of what illusion appears, wielding the knowledge of a creature's desires against it should they cross paths again.",
{
"type": "table",
"caption": "Object of Desire",
"colLabels": [
"d10",
"Desire"
],
"colStyles": [
"col-2 text-center",
"col-10 text-center"
],
"rows": [
[
"1",
"Their favorite childhood food or toy (Youth)"
],
[
"2",
"A beautiful lover (Lust or Love)"
],
[
"3",
"A legendary weapon (Power)"
],
[
"4",
"A colossal gemstone (Wealth)"
],
[
"5",
"Their lost child, sibling, or parent (Family)"
],
[
"6",
"The kingdom's crown (Status)"
],
[
"7",
"A specter of death (Death)"
],
[
"8",
"An ancient spellbook (Knowledge or Magic)"
],
[
"9",
"Someone who wronged them (Revenge)"
],
[
"10",
"An old friend (Companionship)"
]
]
}
]
},
{
"name": "Divine Kleptocracy",
"source": "Ar5",
"page": 14,
"className": "Cleric",
"classSource": "PHB",
"subclassShortName": "Avarice",
"subclassSource": "Ar5",
"level": 6,
"header": 2,
"entries": [
"Starting at 6th level, you can take spells affecting others and twist them for your own use. When a creature you can see within 30 feet of you is targeted by a spell not cast by you that requires concentration, you can use your reaction to duplicate the spell's effect on yourself. If the spell ends for the other creature, the effect ends for you at the end of your next turn.",
"Once you use this feature, you can't use it again until you finish a short or long rest."
]
},
{
"name": "Potent Spellcasting",
"source": "Ar5",
"page": 14,
"className": "Cleric",
"classSource": "PHB",
"subclassShortName": "Avarice",
"subclassSource": "Ar5",
"level": 8,
"header": 2,
"entries": [
"Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip."
]
},
{
"name": "Avatar of Excess",
"source": "Ar5",
"page": 14,
"className": "Cleric",
"classSource": "PHB",
"subclassShortName": "Avarice",
"subclassSource": "Ar5",
"level": 17,
"header": 2,
"entries": [
"At 17th level, your ability to benefit yourself while empowering others becomes second nature. When you use Prophet Motive to replicate a spell's effect, you can choose to have that spell not require concentration.",
"Once you use this feature, you can't use it again until you finish a long rest."
]
},
{
"name": "Circle of the Gilded",
"source": "Ar5",
"page": 14,
"className": "Druid",
"classSource": "PHB",
"subclassShortName": "Gilded",
"subclassSource": "Ar5",
"level": 2,
"header": 1,
"entries": [
"When legends tell of archdruids protecting the land, they speak of antlers, gnarled oak staffs, and swarms of birds. This is, of course, by design. Circle of the Gilded druids protect places much more valuable, fraught, dangerous... and best kept secret.",
"Filled with precious gems and ores, these sites would be strip-mined by covetous tyrants to fuel their generations-long war efforts. By inlaying the metals and gems into their very bodies, druids of the Circle of the Gilded tap into the ancient, primordial powers contained within these minerals to defend this lifeblood of the earth. Their zeal is often mistaken for greed, but the druids valiantly guard a resource often considered more valuable than humanoid life."
]
},
{
"name": "Elemental Extremis",
"source": "Ar5",
"page": 15,
"className": "Druid",
"classSource": "PHB",
"subclassShortName": "Gilded",
"subclassSource": "Ar5",
"level": 2,
"header": 2,
"entries": [
"At 2nd level, you've learned to incorporate gems into your arm or hand, allowing you to unlock elemental powers to enhance your attacks. When you hit a creature with a weapon attack, you can activate the gem, dealing an additional {@damage 1d6} damage of the type associated with the gem (see Elemental Gem table below). You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.",
"In addition, you can expend a use of your Wild Shape feature as a bonus action to charge this gem. For the next 10 minutes, your attacks deal an additional {@damage 2d6} damage of the gem's associated type.",
"The damage die dealt by these features increases when you reach certain levels in this class. The die becomes a {@damage d8} at 6th level, a {@damage d10} at 10th level, and a {@damage d12} at 14th level. You can only benefit from one gem being incorporated in your arm or hand at a time. When you gain a druid level, you can change out the gem to a new gem; however, in the process, the old gem is lost.",
{
"type": "table",
"caption": "Elemental Gem",
"colLabels": [
"Gem",
"Damage Type"
],
"colStyles": [
"col-6 text-center",
"col-6 text-center"
],
"rows": [
[
"Amber",
"Lightning"
],
[
"Citrine",
"Acid"
],
[
"Diamond",
"Thunder"
],
[
"Emerald",
"Poison"
],
[
"Ruby",
"Fire"
],
[
"Sapphire",
"Cold"
]
]
},
{
"type": "inset",
"name": "Finding, Embedding, and Replacing Gems",
"entries": [
"The Circle of the Gilded's rules about finding and embedding gems into your body are intentionally worded so that a druid with this subclass doesn't need to spend time finding and incorporating the gems they want to use into their body. The rules take pressure off the GM to provide specific gems so that a player can use their character's features. A druid also doesn't need to buy these gems. This is similar to the way a wizard adds two spells to their spellbook whenever they gain a level for free, or how a ranger meets an animal companion after entering a specific subclass. Those two spells cost no time or money, and the ranger pays nothing and spends no time on the initial recruitment of their beast friend. The same goes for the druid.",
"You might decide your druid slowly incorporates their gems into their body overtime, performs a ritual while resting, or undergoes a surgical procedure. These gems might be family heirlooms you inherit, stones grown in a magic garden, or treasures you found during downtime between adventures. Work with your GM to determine the narrative.",
"Similarly, swapping out one gem for another doesn't require the GM to reward the druid with the new stone they want to use."
]
}
]
},
{
"name": "Gilded Transference",
"source": "Ar5",
"page": 16,
"className": "Druid",
"classSource": "PHB",
"subclassShortName": "Gilded",
"subclassSource": "Ar5",
"level": 2,
"header": 2,
"entries": [
"Also at 2nd level, when you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can use your reaction to change the damage type to a damage type associated with one of your incorporated gems.",
"Starting at 6th level, you learn to control and elementally transmute spells cast on you. If a spell targeting you deals acid, cold, fire, lightning, poison, or thunder damage, you can use your reaction to change the damage type to a damage type associated with one of your incorporated gems.",
"You can use these reactions a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest."
]
},
{
"name": "Core Value",
"source": "Ar5",
"page": 16,
"className": "Druid",
"classSource": "PHB",
"subclassShortName": "Gilded",
"subclassSource": "Ar5",
"level": 6,
"header": 2,
"entries": [
"At 6th level, you can take a gem and at least 50 gp worth of gold or platinum and incorporate it into your torso. While wearing light or no armor, you gain a +1 bonus to AC. In addition, you gain resistance to the damage type associated with the gem in your core (as shown on the Elemental Gem table).",
"As a bonus action, you can expend a use of Wild Shape to charge this gem for 10 minutes. While the gem is charged, a creature that hits you with a melee attack takes {@damage 1d8} damage of the type associated with the gem. The damage increases to {@damage 1d10} at 10th level, and {@damage 1d12} at 14th level.",
"You can only benefit from one gem being incorporated in your torso at a time. Whenever you gain a druid level, you can change out the gem to a new gem; however, in the process, the old gem is lost."
]
},
{
"name": "Pineal Precious",
"source": "Ar5",
"page": 16,
"className": "Druid",
"classSource": "PHB",
"subclassShortName": "Gilded",
"subclassSource": "Ar5",
"level": 10,
"header": 2,
"entries": [
"At 10th level, you have mastered the primal forces within gems—you can incorporate one into your head. As an action, you can make a ranged spell attack against a creature within 120 feet of you that you can see. On a hit, the attack deals damage equal to {@damage 4d8} plus your Wisdom modifier of the gem's associate type (as shown on the Elemental Gem table). You can make this attack a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.",
"You can only benefit from one gem being incorporated in your head at a time. Whenever you gain a druid level, you can change out the gem to a new gem; however, in the process, the old gem is lost.",
{
"type": "inset",
"name": "Eye Gems",
"entries": [
"Most Circle of the Gilded druids incorporate their final gem as a \"third eye,\" but a more dedicated few will replace one of their existing eyes, an existing horn (for tieflings), or some other creative incorporation. Dragonborn may incorporate gems amidst their scales. However, gems must be fully incorporated—a unity between druid and gem."
]
}
]
},
{
"name": "Prismatic Form",
"source": "Ar5",
"page": 17,
"className": "Druid",
"classSource": "PHB",
"subclassShortName": "Gilded",
"subclassSource": "Ar5",
"level": 14,
"header": 2,
"entries": [
"At 14th level, your connection with the primordial elemental forces behind gems and precious metals is absolute. As an action, you can draw on this connection, activating all your gems' powers in tandem. For the next 10 minutes, you gain a +2 bonus to AC, immunity to the damage types of all your incorporated gems (as shown on the Elemental Gem table), and you deal an additional {@damage 3d6} damage when you make a successful weapon attack. The additional damage's type is a damage type associated with one of your gems, chosen when you activate this feature. Once you use this feature, you can't use it again until you finish a long rest."
]
},
{
"name": "Oath of Acquisitions",
"source": "Ar5",
"page": 17,
"className": "Paladin",
"classSource": "PHB",
"subclassShortName": "Acquisitions",
"subclassSource": "Ar5",
"level": 3,
"header": 1,
"entries": [
"Most paladins are chiefly concerned with doing good. A rare few pursue darker paths. But those who take the Oath of Acquisitions don't fall into either camp. They have the power to help people... but why would they, if they aren't going to be adequately compensated? They're called heroes, demanded to throw themselves in harm's way, but when it comes time for hazard pay? They're told their service should be payment enough. But in a dragon-eat-dragon world, these heroes for hire need every tool at their disposal, be it sword or spell, to ensure that invoice gets paid on time.",
"These notorious charmers wield a strong portfolio of enchantment magic to move the needle on and off the battlefield. Be it a heated negotiation over the price of a potion or a pitched battle with a soon-to-be-overly-friendly giant, it's hard to deny these silver-tongued devils when they turn on the charm.",
"Perhaps you entered into an infernal contract forcing you to collect on debtors. Or that merchant you guarded a few years back made a lot of good points about knowing your worth. Maybe you just took the guidance from your god of traders a little too far. However you came to take this oath, you always aim to come out on top—and woe to those who break a contract with you.",
{
"type": "entries",
"name": "Tenets of Acquisitions",
"page": 17,
"entries": [
"Those who take the Oath of Acquisitions are fearsome negotiators, mercenary in attitude, and stand only for themselves... and those filling their coffers... and those overseeing their debts.",
"{@b {@i The More Perilous the Path, the Greater the Payout.}} Always go the extra mile—so it's easier to squeeze a little extra out of your employer.",
"{@b {@i Circumstance Plus Instinct Equals Profit.}} Those who can smell war on the wind are the first to profit from it. Watch the trends, read the bones, and make sure you're the first one with the solution to the problem.",
"{@b {@i A Deal is a Deal is a Deal.}} Your word is your bond. If you make a deal, you stick to the letter of it. However, if the other party didn't read the contract thoroughly, it's not really your problem."
]
}
]
},
{
"name": "Oath Spells",
"source": "Ar5",
"page": 17,
"className": "Paladin",
"classSource": "PHB",
"subclassShortName": "Acquisitions",
"subclassSource": "Ar5",
"level": 3,
"header": 2,
"entries": [
"You gain oath spells at the paladin levels listed in the Oath of Acquisitions Spells table.",
{
"type": "table",
"caption": "Oath of Acquisitions Spells",
"colLabels": [
"Paladin Level",
"Spells"
],
"colStyles": [
"col-3 text-center",
"col-9 text-left"
],
"rows": [
[
"3rd",
"{@spell charm person}, {@spell disguise self}"
],
[
"5th",
"{@footnote {@spell attract metal|Ar3}|Attract metal can be found in \"Ten Spells You Need in 5e\" by Celeste Conowitch in ARCADIA 3. You can swap this spell for {@spell zone of truth} if you don't have ARCADIA 3.}, {@spell suggestion}"
],
[
"9th",
"{@spell hypnotic pattern}, {@spell fear}"
],
[
"13th",
"{@spell confusion}, {@spell compulsion}"
],
[
"17th",
"{@spell dominate person}, {@spell geas}"
]
]
}
]
},
{
"name": "Channel Divinity",
"source": "Ar5",
"page": 17,
"className": "Paladin",
"classSource": "PHB",
"subclassShortName": "Acquisitions",
"subclassSource": "Ar5",
"level": 3,
"header": 2,
"entries": [
"When you take this oath at 3rd level, you gain the following two Channel Divinity options.",
"{@b {@i Peace is Good Business.}} You can use your Channel Divinity as a bonus action to gain the upper hand in negotiations. For the next 10 minutes, you have advantage on all Charisma checks made to negotiate business with other creatures.",
"{@b {@i War is Good Business.}} When you cast an enchantment spell on a creature that requires a saving throw, you can use your Channel Divinity to make the target more susceptible to your magic by imposing disadvantage on its saving throw. Additionally, if the spell has a duration of 1 hour or less, its duration is doubled."
]
},
{
"name": "Aura of Opportunity",
"source": "Ar5",
"page": 17,
"className": "Paladin",
"classSource": "PHB",
"subclassShortName": "Acquisitions",
"subclassSource": "Ar5",
"level": 7,
"header": 2,
"entries": [
"Starting at 7th level, you emanate an aura that commands attention while you're not incapacitated. Creatures of your choice within 10 feet of you make attacks against creatures other than you with disadvantage.",
"When you reach 18th level in this class, the range of this aura increases to 30 feet."
]
},
{
"name": "The Bigger the Smile, the Sharper the Sword",
"source": "Ar5",
"page": 17,
"className": "Paladin",
"classSource": "PHB",
"subclassShortName": "Acquisitions",
"subclassSource": "Ar5",
"level": 15,
"header": 2,
"entries": [
"Starting at 15th level, you can make new \"friends\" feel the sting of betrayal. Once per turn, when you hit a creature charmed by you or an ally within 30 feet of you with an attack, the creature has vulnerability to that attack's damage.",
"You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest."
]
},
{
"name": "Greed is Good",
"source": "Ar5",
"page": 17,
"className": "Paladin",
"classSource": "PHB",
"subclassShortName": "Acquisitions",
"subclassSource": "Ar5",
"level": 20,
"header": 2,
"entries": [
"At 20th level, you can manifest as an avatar of opulence and excess. Your skin and clothing take on a gold or platinum sheen, and coins spill from you as you walk, disappearing after they hit the ground.",
"During the transformation, you gain the following features for 1 hour:",
{
"type": "list",
"items": [
"You have advantage on all Charisma checks and saving throws.",
"Creatures that hit you with a weapon attack must succeed on a Wisdom saving throw against your spell save DC or become charmed by you until the end of your next turn.",
"You can use the Bigger the Smile, the Sharper the Sword feature any number of times on a turn without expending uses."
]
},
"Once you use this feature, you can't use it again until you finish a long rest."
]
}
],
"deity": [
{
"name": "Pta'u",
"altNames": [
"God of Deals"
],
"source": "Ar5",
"pantheon": "Forgotten Realms",
"symbol": "simple copper coin, with a cut through the monarch's visage, which is then covered in jewels",
"alignment": [
"N"
],
"domains": [
"Avarice",
"Knowledge",
"Order",
"Peace",
"War"
],
"entries": [
"Pta'u exists at the heart of all deals, trades, and negotiations. They are an arbiter and overseer of the Material Continuum that exists across and flows between the planes like a great river, from have to want and back again. While most see the great wheel keeping the universe together, worshipers of Pta'u believe that the Material Continuum is the true binding agent that keeps the planes in alignment. Devout believers say the greatest reward in the next life comes from navigating this one with entrepreneurial acumen and grace. Thus, commerce drives them as the believers find gaps and needs to fill. People are happy to see worshippers of Pta'u show up with exactly what they need, but often wonder how their pockets got so light by the time these divine merchants have moved on.",
"{@b Depiction}: Pta'u is often depicted as a hunched figure on a simple raft with an enormous pack strapped to their back. Jewels, coins, and finery spill from the near endless network of straps and pockets holding their bags together. Their traditional symbol is a simple copper coin, with a cut through the monarch's visage, which is then covered in jewels.",
"{@b Holy Day}: Black Moon Day is a day of mourning for worshippers of Pta'u. It commemorates a day when all deals and contracts across the planes inexplicably failed. These seemingly disconnected events led to wars, famines, plagues, and death. To prevent this calamity from ever befalling the Material Continuum again, all worshippers of Pta'u must successfully complete a deal on Black Moon Day, no matter how small.",
{
"type": "list",
"name": "Commandments of Pta'u:",
"items": [
"Honor the contract. Complete the deal.",
"Navigate the flow of the Material Continuum. Seek out want and turn it to have—then take it to the next want.",
"Comport yourself with entrepreneurial acumen and grace in all things."
]
}
]
}
],
"book": [
{
"name": "Arcadia Issue 5",
"id": "Ar5",
"source": "Ar5",
"published": "2021-06-01",
"group": "homebrew",
"coverUrl": "https://raw.githubusercontent.com/ineedanamepls/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%205%20Images/Cover.png",
"contents": [
{
"name": "Long-Term Curses",
"headers": [
"Curse of the Betrayed",
"Curse of Cassandra",
"Curse of the Living Dead",
"Curse of the Sordino",
"Curse of the Watchers",
"Slow Polymorph"
]
},
{
"name": "Goldmonger Subclasses",
"headers": [
"Avarice, Ambition, and Altruism",
"Pta'u, God of Deals",
"Cleric: Avarice Domain",
"Druid: Circle of the Gilded",
"Paladin: Oath of Acquisitions",
"Goldmonger Retainers",
"NPC: Garin Najis"
]
},
{
"name": "Alabaster's Almanac",
"headers": [
"Spell Catalogue",
"Alabaster's Adaptation for the World Below",
"Alabaster's Adjacent Acquisition",
"Animate Echoes",
"Compelling Propulsion",
"Gaze of Venom",
"Realize Image",
"Scryspike",
"Shadowslip",
"Wielding"
]
}
]
}
],
"bookData": [
{
"id": "Ar5",
"source": "Ar5",
"data": [
{
"type": "section",
"name": "Long-Term Curses",
"page": 2,
"entries": [
{
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"In Villeneuve's Beauty and the Beast, a handsome flirty prince insults the wrong person with his womanizing ways. The witch relegates him to a life as a wretched beast, a curse that can only be broken if he can love and be loved in return. But before he has the chance to meet the charming Belle, a 5th-level cleric comes along and offers Beast a chance to return to normalcy—for a small fee, of course. Beast goes back to womanizing the very next day. He can afford it.",
"In fifth edition, the {@spell remove curse} spell sucks away the delicious narrative potential that stories have been taking advantage of since the invention of stories. While this might be convenient from a mechanical perspective, there are ways to employ powerful curses at the table that a 3rd-level spell can't break.",
"This article provides rules for six long-term curses to add more narrative potential to your games. They can be employed as features of a backstory, narrative complications, story hooks for adventures, or consequences for characters and NPCs. {@spell Remove curse} and similar spells can't get rid of these torments. Each curse lists the specific ways it must be broken.",
{
"type": "inset",
"name": "GM Tip: Play, Not Punishment",
"entries": [
"Curses are a consequence; they're typically cast as a result of a character's action. It's important to not wield these consequences as punishment for your {@i players}. Check in with them and make sure they're alright with these rules, as several of these curses remove agency from characters and can impact them in a big way."
]
},
{
"type": "entries",
"name": "Curse of the Betrayed",
"page": 2,
"entries": [
"{@i \"Don't feel sorry for him; he'll be dead soon. Feel sorry for us, who have to carry that secret to the grave. We do this one thing, and we never speak of it again, you got that?\"}",
"The source of this curse is the powerful, festering ire born in the victim of an unexpected betrayal by a group they trusted. Under its poisonous sway, suspicion creeps into every crack and crevice of the group's relationship until they believe their only option is to destroy each other.",
{
"type": "entries",
"name": "Casting the Curse",
"page": 2,
"entries": [
"The curse is cast when your act of betrayal ends in death. Murders, framings, and even pranks gone wrong can cause the soul of the victim to bind with the strong feelings of resentment and suspicion, casting a shadow over you and everyone involved."
]
},
{
"type": "entries",
"name": "Effects of the Curse",
"page": 2,
"entries": [
"You and those affected slowly begin to distrust each other, although the changes are so subtle at first that it's difficult to recognize. At the beginning of every long rest, you must succeed on a DC 11 Wisdom saving throw or gain one of the following flaws (chosen or rolled for by the GM) until the curse is broken:",
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"1",
"Given the choice between personal gain and the safety of even my closest loved ones, I will always choose personal gain."
],
[
"2",
"The group would be nothing without me. I am its most important member and deserve to be treated as such."
],
[
"3",
"Either you are always with me, or you are plotting against me."
],
[
"4",
"It is better to root out the possibility of betrayal first and ask questions later—or never at all."
],
[
"5",
"There are only two types of people who can keep secrets: me and the dead."
],
[
"6",
"I know my companions are capable of terrible things; I've seen them do it before. Not me, though. I was pressured into it."
],
[
"7",
"I question every word the group says to me, even if they're telling me the sky is blue."
],
[
"8",
"The group can use even the smallest details of my life against me, so it's better to make things up rather than tell them the truth."
],
[
"9",
"What we did was wrong. Really wrong. I'm the only one who feels any kind of remorse!"
],
[
"10",
"I'm not really a member of this group. Only when it suits me. And if we're in trouble, it definitely doesn't suit me."
]
]
},
"Failing the saving throw by 5 or more also instills you with the unshakeable sense that your companions are plotting to murder you {@i that very night}. Depending on the flaws you have accrued through this curse, the response to this dread could look different. You may respond by running, confronting your companions, or flat-out attacking them, but you must do something to prevent what you believe is inevitable and murderous betrayal.",
"A spell such as {@spell remove curse} or {@spell greater restoration} removes one flaw and any feelings of dread about your friends murdering you, but you can still gain new flaws and feelings of dread from the curse until it is broken."
]
},
{
"type": "entries",
"name": "Breaking the Curse",
"page": 3,
"entries": [
"There are two ways to break the curse. The first is for everyone in the group to come clean, publicly, about what they have done and make amends with the injured party as best they can. The second is to be the last one standing as the curse takes its toll around you.",
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"type": "inset",
"name": "GM Tip: Playing the Curses",
"entries": [
"The dramatic irony of knowing something your character does not may feel awkward at first, but it can create memorable experiences at the table. Have an out-of-character discussion about how this difference in knowledge manifests in your game. A GM might award inspiration for a character's action that feels perfectly natural to a character, but is self-destructive to the players who have the full picture."
]
}
]
}
]
},
{
"type": "entries",
"name": "Curse of Cassandra",
"page": 4,
"entries": [
"{@i \"Why are you asking what's wrong with me? You wouldn't believe me if I told you.\"}",
"An individual afflicted with the Curse of Cassandra receives a wonderful gift: the ability to see into the future. These prophetic visions typically warn of unfortunate events. The knowledge is invaluable. The catch? No one believes the cursed person's predictions. The burden of knowledge is often too great with no one to share it with, and the cursed one finds themself stranded and feckless against a maelstrom of misfortune.",
{
"type": "entries",
"name": "Casting the Curse",
"page": 4,
"entries": [
"High-powered entities such as gods, demigods, celestials, and archfiends are capable of inflicting this curse, usually on a mortal who has defied or otherwise ignored them. Mortals who dabble too much in divination are another popular target. As their powers of prophecy grow, jealous entities see fit to curl the monkey's paw."
]
},
{
"type": "entries",
"name": "Effects of the Curse",
"page": 4,
"entries": [
"At the end of the first long rest you take after you have been cursed, roll on the Prophecy Generation tables. The result is a warning of events to come. The roll uses this format:",
"[Subject] will [Prediction] in the next [{@dice 1d6}] days. Roll a {@dice d6} from the Subject table. This is the victim of your curse. The Prediction table ({@dice d100}) decides the misfortune that will befall them. The final {@dice d6} determines the window in which the curse manifests. For example, if your rolls are 2, 66, and 3, your curse would look like this: \"A party member will be poisoned in the next 3 days.\"",
"Once you make your prophecy, you are cursed with the knowledge that it is doomed to come true unless you stop it. The GM places encounters in front of you that would make this poisoning scenario likely, and in this example, they have three in-game days to do it. For example, an NPC may invite you all to a grand feast where the food has been poisoned.",
"Other characters in your party won't heed your words of prophecy. They may be so confident about how wrong you are that they walk head-first into danger, disregarding your warning and gleefully enjoying the fancy meal. The GM should award inspiration to fellow characters who actively ignore your predictions and run headlong into risk.",
"If the prophecy is realized, you receive a new prophecy at the end of your next long rest."
]
},
{
"type": "entries",
"name": "Prophecy Generation",
"page": 4,
"entries": [
"Use the following tables to generate a prophecy.",
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"type": "table",
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"1",
"You"
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"2",
"A party member"
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"3",
"A non-player companion or retainer"
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"4",
"A friendly NPC"
],
[
"5",
"A rival NPC"
],
[
"6",
"An enemy"
]
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{
"type": "table",
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"colLabels": [
"d100",
"Result"
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"1-10",
"take damage from a melee weapon"
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"11-20",
"take damage from a ranged weapon"
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"21-30",
"take damage from a spell"
],
[
"31-40",
"offend someone powerful and dangerous"
],
[
"41-50",
"be captured and imprisoned"
],
[
"51-60",
"lose a bet or competition"
],
[
"61-70",
"be poisoned"
],
[
"71-80",
"lose a lot of money"
],
[
"81-90",
"totally embarrass themselves at a crucial moment"
],
[
"91-96",
"commit a crime"
],
[
"97-100",
"die"
]
]
},
{
"type": "inset",
"name": "GM Tip: Playing Safely",
"entries": [
"If the stakes of the Prediction table are too high or too low for your game, change them. When playing with the Curse of Cassandra, players and GMs should set boundaries for what is and isn't acceptable to threaten with this curse during play."
]
}
]
},
{
"type": "entries",
"name": "Breaking the Curse",
"page": 5,
"entries": [
"The curse breaks when you prevent something you have prophesied from happening within the given time frame. This proves extraordinarily difficult when {@i no one believes you.}"
]
}
]
},
{
"type": "entries",
"name": "Curse of the Living Dead",
"page": 5,
"entries": [
"{@i \"Locked doors? Check. Drawn curtains? Check. Barricade made of living room furniture? Check and check. We're ready for bed.\"}",
"There is a town where the bodies are not buried—they are destroyed, their bones sent floating down the river far away from home. No dead are allowed to remain, for when creatures die in this town, they rise as undead by midnight. There are no livestock or pets in town—even wild animals are shooed away. Still, townspeople lock their doors on the off chance something escapes their watchful eye.",
{
"type": "entries",
"name": "Casting the Curse",
"page": 5,
"entries": [
"The death of a powerful necromancer or undead creature, such as a lich, creates a magical excess that seeps into the soil, creating a radius of magical effect large enough to cover a small town or village. The corpses of creatures that die in this area become {@creature zombie||zombies} on the next midnight, regardless of where the bodies end up."
]
},
{
"type": "entries",
"name": "Effects of the Curse",
"page": 5,
"entries": [
"Zombies rise precisely at midnight, though other undead may rise from bodies that are partially, but not completely, destroyed. Charred bones rise as {@creature skeleton||skeletons}. Severed limbs reanimate and attempt to put themselves back together, creating more {@creature zombie||zombies} or, in the worst case, an unspeakable mess of spare limbs that uses the {@creature flesh golem} stat block with the following changes:",
{
"type": "list",
"items": [
"The creature's type is undead.",
"The creature understands the languages its respective body parts knew in life but can't speak.",
"The creature gains the following trait:",
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@b {@i Undead Fortitude.}} If damage reduces the creature to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the creature drops to 1 hit point instead."
]
}
]
},
"The GM can adjust this curse to create any undead of any challenge rating to fit the needs of their campaign."
]
},
{
"type": "entries",
"name": "Zombie Animal Companions",
"page": 5,
"entries": [
"The love of a pet is eternal. Nothing exemplifies this sentiment more than animal companions and other pets that die and return as zombies under the curse of the living dead. Many have observed that upon their return, these creatures remember and still adore their companions from life. A zombie pet may even continue to travel with its companion after becoming undead. A zombie pet uses its same stat block with the following changes:",
{
"type": "list",
"items": [
"The creature's type is undead.",
"The creature understands the languages and commands it knew in life but can't speak.",
"The creature is immune to poison damage and can't be poisoned.",
"The creature's movement speed is reduced by 10 feet (to a minimum of 10 feet).",
"The creature takes a -2 penalty to its Dexterity, Intelligence, and Wisdom scores.",
"The creature gains a +2 bonus to its Constitution score, which also adjusts the creature's hit points accordingly.",
"The creature gains the following trait:",
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@b {@i Undead Revival.}} If the creature is reduced to 0 hit points and dies, it rises again at the next midnight. The creature reforms if it has been dismembered, so long as all of its body parts are within 5 feet of each other."
]
}
]
}
]
},
{
"type": "entries",
"name": "Breaking the Curse",
"page": 5,
"entries": [
"Because the necromancy magic has seeped into the soil, it is the soil that must be cleansed. The curse can be broken by planting, growing, and harvesting root vegetable seeds that have been submerged in holy water or blessed by a cleric or paladin. If no undead have risen by the time the crops are harvested, the curse breaks. This process can be sped up through the use of spells such as {@spell druidcraft} or {@spell plant growth}. Throughout its growth, the root vegetables actively absorb the necrotic energy from the soil, and thus at their cultivation may contain traces of the lich or other vile being that caused the corruption. It is strongly recommended you {@i do not eat these vegetables}, lest you become possessed by these forces yourself."
]
}
]
},
{
"type": "entries",
"name": "Curse of the Sordino",
"page": 6,
"entries": [
"{@i \"If I can't play in this town, no one can!\"}",
"This curse was popularized by the famous bard Gino Naomi, known as the King of Keys for his skill with the piano. During his early travels, Gino asked to play in his hometown tavern and was refused. In his rage, Gino pushed his harpsichord into the nearby lake and cursed the entire town to never hear music again. His anger bound the curse to his now-submerged harpsichord.",
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"name": "Casting the Curse",
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"entries": [
"Anyone who uses an instrument as an arcane focus can cast this curse, so long as they have been shamed or scorned by another creature in the last 24 hours. They use their instrument focus as the source of the curse, playing one final song on it and imbuing it with malicious magical energy, which renders the instrument unplayable upon the final note. The caster must then find a new arcane focus. The curse's area of effect is large enough to encompass a small town or village that includes the creature or creatures that shamed the caster."
]
},
{
"type": "entries",
"name": "Effects of the Curse",
"page": 6,
"entries": [
"This is a curse that does not allow music to exist. When a creature attempts to play music while in an area afflicted with this curse, the sound that comes out is muffled, cacophonous noise. Any ability check, such as a Charisma (Performance) check, made while attempting to play music automatically fails.",
"But not all music is performed. Laughter, voice inflection, the rhythmic repetition of words—all of these things have a music to them that the curse transforms into hideous, horrendous noise. A town affected by this curse has learned to speak in a dull monotone, lest their meaning be drowned out by the curse's influence. Because one must spend time focusing on not triggering the curse, Charisma checks made to communicate verbally with others in this area are made with disadvantage."
]
},
{
"type": "entries",
"name": "Breaking the Curse",
"page": 6,
"entries": [
"The curse lasts indefinitely or until someone destroys the focus. For this reason, most foci involved in this particular curse are well-hidden, well-guarded, or both."
]
}
]
},
{
"type": "entries",
"name": "Curse of the Watchers",
"page": 7,
"entries": [
"{@i \"It started as one little bird. Now there's a flock of them. Draw the curtain! I know they're watching me.... What are they waiting for?\"}",
"If you see a rare and powerful magic item minding its own business in a dungeon, it's a good idea to leave it that way. Adventurers who disturb ancient artifacts risk incurring the ire of those who put them there. The Curse of the Watchers starts so subtly you'd barely notice it at first: a single raven perched in a surrounding tree, watching the one who possesses the stolen item. As time passes, more and more ravens arrive until they can no longer be ignored.",
{
"type": "entries",
"name": "Casting the Curse",
"page": 7,
"entries": [
"The soul of a dead individual magically charges an item that was important to them in life, imbuing it with the curse. The item is typically a magic item, such as a weapon or wand. A creature becomes cursed with this effect as soon as they pick up the cursed object, and a single bird begins following them."
]
},
{
"type": "entries",
"name": "Effects of the Curse",
"page": 7,
"entries": [
"Each time you attack with, cast a spell with, or use the cursed item, roll a {@dice d10} and add the resulting number of birds to the flock. If the result of the die is a 10, the flock also attacks. Use the swarm of cursed ravens stat block below, where the Flock Bonus (FB) is the number of ravens in your flock divided by 10, rounded up (e.g. 1 FB for 10 ravens, but 2 FB for 11 ravens). If you are still cursed after you have successfully fought off the flock, a new one begins to form upon your next use of the cursed item."
]
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"name": "GM Tip: Building Suspense",
"entries": [
"This curse is all about presentation. Telling a player during a short rest, \"You notice a crow watching you\" might make them too suspicious too soon, especially if they've recently picked up a cursed item. Try incorporating the Watchers into your descriptions of scenes at first: a crow perching on a signpost at the fork in the road, or the branches of the forest teeming with black birds. As more and more birds arrive, it gets harder to ignore, and you can make a point to remark upon them."
]
},
{
"type": "list",
"items": [
"{@creature Swarm of Cursed Ravens|Ar5}"
]
},
{
"type": "entries",
"name": "Breaking the Curse",
"page": 8,
"entries": [
"The easiest way to be rid of the curse is to get rid of the item in question. Passing it off to someone else passes on the curse, but returning it to its resting place suppresses the curse. However, once returned to its resting place, one can permanently rid the item of the curse with a simple ritual familiar to many scholars of necromancy:",
"Return to the final resting place of the cursed item's owner. Cast the {@spell speak with dead} spell on the owner's corpse and negotiate with it by making a DC 20 Charisma (Deception or Persuasion) check. (You cannot intimidate the dead.) Per the rules of speak with dead, you may attempt this three times. On a success, the spirit agrees to pass on ownership of the item, and the curse is broken. On three consecutive failed saves, the vengeful spirit reanimates the body and attacks (use the ghoul stat block, or mummy or mummy lord at higher levels). Defeating this spirit breaks the curse permanently."
]
}
]
},
{
"type": "entries",
"name": "Slow Polymorph",
"page": 9,
"entries": [
"{@i \"Slime? That's new. Guess I can't go home anymore. I don't need mom seeing me like this.\"}",
"The term \"Slow Polymorph\" was coined by the sorcerer who first suffered its effects. Magic taxonomists, however, argue the curse has very little in common with the transmutation spell it was named for. Slow Polymorph slowly transforms its victim into a terrifying bestial or fiendish monster over a period of time until they are completely unrecognizable.",
{
"type": "entries",
"name": "Casting the Curse",
"page": 9,
"entries": [
"Slow Polymorph is the punishment of choice for powerful wizards or otherworldly beings who prefer an impending sense of dread over just turning somebody into a toad. It requires an hourglass and something from the target's body: a lock of hair, a scrap of fingernail, or another such component. The ritual takes only 1 minute, wherein the caster binds the curse to the hourglass and then turns it over to reset the sand. As the sands slowly trickle down to the bottom, the cursed individual transforms."
]
},
{
"type": "entries",
"name": "Effects of the Curse",
"page": 9,
"entries": [
"When you complete a long or short rest while cursed, you must make a DC 12 Charisma saving throw. On a failed save, you take on a new feature from one of the features below. This decision can be up to the GM, you, or a discussion between both.",
{
"type": "list",
"items": [
"{@b {@i Four-armed.}} You sprout an extra set of arms, with which you can hold one item, such as an arcane focus, light weapon, or shield. You can use a bonus action on your turn to make a melee attack with that light weapon, regardless of what action you take on that turn. The cost of armor for your new body is doubled.",
"{@b {@i Four-legged.}} You sprout extra legs and become quadrupedal with a monster-shaped bottom and humanoid top. Your walking speed increases 10 feet, but the cost of clothing your new legs and feet is doubled.",
"{@b {@i Glowing Eyes.}} Your eyes take on a brilliant magical glow. You gain darkvision out to a range of 60 feet, or double the range of your darkvision if you already have it. Your magical glowing eyes emit dim light within 5 feet, cutting through even magical darkness.",
"{@b {@i Horns.}} You grow horns from your head, or your existing horns grow in size. When you move up to your speed on your turn, you can use your bonus action to make a melee attack with your horns. Strength is your ability for this unarmed strike, which deals {@damage 1d4} bludgeoning damage. Headgear made for humanoids no longer fits you, and you must spend an additional 20% on headgear for it to be tailored to your head.",
"{@b {@i Sharp Claws.}} With the addition of claws, your unarmed strike now deals {@damage 1d4} slashing damage. However, whenever you make a Dexterity (Sleight of Hand) check, or make an ability check using tools, roll {@dice 1d4} and subtract the number rolled from the check.",
"{@b {@i Acidic Sweat.}} Your skin constantly oozes a mucus-y slime that lingers on surfaces you touch. The slime disintegrates organic material such as wood and plants if left in place for 1 hour, and deals {@damage 1d4} acid damage to creatures (except for you) who touch it. This includes creatures you hit with a melee weapon attack.",
"{@b {@i Tough Skin.}} Your skin turns to bark or tough scales, giving you a +2 bonus to AC. Unfortunately, this new skin is difficult to move around in. Your Dexterity score is reduced by 2 while you are cursed.",
"{@b {@i Webbed Feet.}} You gain a swimming speed equal to your walking speed. Footwear made for most humanoid feet no longer fits you, and you must spend an additional 20% on footwear for it to be tailored to your new feet."
]
},
"Each time you gain a new feature, you must choose one you don't currently have. A single feature can be removed through the casting of the {@spell remove curse} spell or similar magic, but you are still susceptible to future features until the curse itself is removed.",
"The more monstrous traits you select, the more likely people are inclined to believe you are a monster and be immediately afraid of or hostile toward you. A character with four arms, four legs, and glowing red eyes, for example, may be attacked on sight when they enter a town or city. The more monstrous you are, the more estranged from society you become.",
"Additionally, the more monster-like you become, the more monsters you attract. Whenever you roll initiative, there is a chance a nearby monstrosity senses your presence and considers it a threat. If you are the first or last person in the initiative order, a monster appears and joins the fray with the intent to attack you. Use the following chart to determine which monster arrives:",
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"1/2-1",
"cockatrice, hippogriff, rust monster, worg"
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[
"2-4",
"ankheg, basilisk, centaur, owlbear"
],
[
"5-6",
"bulette, chimera, medusa"
],
[
"7-10",
"guardian naga, hydra, spirit naga"
],
[
"11-15",
"behir, remorhaz, purple worm"
],
[
"16+",
"androsphinx"
],
[
"Extremely Cursed",
"tarrasque"
]
]
}
]
},
{
"type": "inset",
"name": "Variant: Slow Burn",
"entries": [
"This variant is for a more drawn-out curse experience. The accursed still makes a saving throw on the completion of a rest, but they only take a feature from the main list of options if they fail the saving throw by 5 or more. A creature who fails the saving throw by 4 or fewer experiences an appearance change that is largely cosmetic. Examples of cosmetic traits include:",
{
"type": "list",
"items": [
"Change in eye color",
"Forked tongue",
"Hair, feather, or scale growth",
"A new tail or a split existing tail",
"Slimy skin",
"Putrid smell",
"Hoarse or deeper voice",
"Sharpened teeth"
]
}
]
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"name": "Breaking the Curse",
"page": 10,
"entries": [
"The being who cast the curse can also lift it, but they typically refuse to do so unless the cursed one has made amends. The curse is bound to the hourglass that was used to cast it. Breaking the hourglass lifts the curse and deals {@damage 6d10} necrotic damage to the cursed one. Typically, the hourglasses are hidden or guarded with great care."
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}
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}
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"type": "entries",
"name": "Goldmonger Subclasses",
"page": 11,
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"{@i It gilds our most precious sites.}",
"{@i Dragons hoard it.}",
"{@i Adventurers risk life and limb to claim it.}",
"{@i Then there are those who take their appreciation for raw capital beyond the basic need to buy 50-foot rope coils and bags of ball bearings.}",
"{@i Gold.}",
"{@i While most adventurers unwittingly embrace rapacity every time they shake down the mayor for a few more coins for each gnoll ear, the Goldmongers' worship of the gold piece is absolute.}",
"What are Goldmongers? They are adventurers who, through divine guidance or primordial connection, find themselves at a nexus of power and material wealth. Tales of calculating merchant priests, divine mercenaries, and druids who draw their power from gems and gold traverse every corner of the realm. Greed does not generally make for good heroes...but it does make a good motivator. Whether they are defenders of the downtrodden or ambitious drifters, Goldmongers make close friends with avarice, whether to conquer or embrace it.",
"Those that walk these lucrative paths don't consider themselves baselessly greedy. They are cultured, ambitious, and dedicated to their ideals. Many monarchs rule by divine right, but Goldmongers know that the true divine power comes from deep vaults beneath the throne and, deeper still, from within the veins of the earth.",
"This article presents a new deity of deals, three new subclasses for Goldmonger characters, and an avaricious NPC to insert into your narrative.",
{
"type": "entries",
"name": "Avarice, Ambition, and Altruism",
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"Divine practitioners of magic rarely choose to serve avarice. Obviously, if you serve, say, a prominent five-headed dragon queen, the application is obvious. But for many worshippers, avarice often comes from misinterpretation of the texts or tennents. When prosperity preachers finally realize what they've wrought, they're far too comfortable with or have fully extolled greed as virtue.",
"Avarice commonly manifests in merchants or those that worship gods of trade, but it is hardly bound to commerce. Priests of the dead may insist on steep funeral costs, lest the fallen linger in this realm. A devout sailor may grip the oceans in terror, becoming a dread pirate lord upon discovering the riches gleaned off the backs of others—but their crew, their family, is the most well fed and paid on the high seas. A priest dedicated to a god of knowledge may hoard troves of texts until they pass, leaving a legendary library in their wake. There are even stories throughout the planes of a \"Church of Greed\"—a temple that worships no god in its pursuit of the divine, but rather the very concept of avarice itself.",
"Not every cleric of avarice is \"evil,\" or even \"not very nice.\" Voracity can lead to ambition, which, with the right tempering, can become a form of highly directed altruism. Imagine the gnome friar who bestows daily blessings of fortune to the local miners, who in turn bring a small tithe at the end of the profitable day. Or the dwarven forge cleric who offers to consult priests of plenty in fine gem work in a mutually profitable relationship. Even the odd dungeon-crashing adventurer can transform their passion for stray animal adoption into a fully funded shelter for wayward monsters.",
"There are many branching routes on the path of avarice, but those who walk it, whether by choice or circumstance, find that it is a difficult one to leave."
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"entries": [
"Retainers first appeared in Strongholds & Followers as unique NPC followers who pledge their service to player characters. These less-experienced adventurers are easy-to-run secondary characters controlled by players. Below are three retainer stat blocks for Goldmonger NPCs.",
"The full rules for retainers are explained on pages 69-73 of {@i Strongholds & Followers}.",
{
"type": "list",
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"{@creature Acolyte of Ambition|Ar5}",
"{@footnote {@creature Citrine Protector|Ar5}|This retainer could easily be modified to another element by using any of the corresponding gems in the Elemental Gem table.}",
"{@creature Free Lancer|Ar5}"
]
}
]
},
{
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"name": "NPC: Garin Najis",
"page": 20,
"entries": [
"To say that Garin Najis was born with a silver spoon in his mouth would be an understatement—start with platinum, and then change spoons for every bite. After a life of opulence, he should want for nothing, yet all he does is want. His path of avarice started early and only deepened.",
"Born to wealthy nobles who owned several emerald mines, there was never a moment in his upbringing where he felt lack or need. He bragged about how he walked around with uncut gems in his pockets in his days at the academy. When he came of age and his parents decided to teach him how to manage the mines, he was initially horrified. They exploited their miners for little pay and forced them to work in dangerous conditions under strict contracts that prevented departure.Everything suddenly clicked into place for Garin. As it dawned on him that this exploitation was the reason for his wealth...he embraced it.",
"But unlike his parents, whose zeal for hard capital was secular, Garin looked at his inheritance and saw it as his divine duty to Pta'u to expand, grow, and consume. He would never be satisfied. He convinced his workers that their labor in his service was a path to the divine. Their hard work, sweat, and tears would lead to countless rewards in the next life... and countless rewards in this life for Garin.",
"A prosperity preacher of the highest order, Garin keeps a close counsel of powerful, mercenary-minded adventurers and commands a loyal following of brainwashed cult-like laborers who literally die to hand him a freshly mined gem. Garin can be found most often managing his various enterprises, but as of late he has felt the itch of adventure and has taken to traveling in search of more resources (both material and humanoid) to exploit.",
"Garin never faces down an enemy without a well-prepared battlefield or plenty of minions. His primary strategy is to keep as much cannon fodder between him and his foes while simultaneously bolstering his legions and himself. He makes good use of his Prophet Motive feature to keep buffs on his allies and himself while using spells like {@spell guardian of faith} and {@spell spirit guardians} to control the battlefield to his liking. He is a coward at heart and will leave his minions to die if he sees the tides turning against him.",
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"Esteemed and dedicated fellows of the Art,",
"I hope this installment of the Almanac finds you well. For those joining us for the first time, congratulations! You have been selected as an arcane practitioner who not only shows a talent for the craft, but also displays restraint, humility, and, most importantly, kindness—traits I typically find in short supply among arcanists.",
"As usual, the experienced mage may wish to jump ahead to the catalogue in order to skip my waffling. For those who are new, I will be brief.",
"While not an apprenticeship, this Almanac does come with the simple condition that you do not do anything overly stupid with your abilities, and ignoring this rule will see you regrettably struck from my mailing list, and placed in my other list, where the company is far less pleasant. I leave it for you to worry about the specifics involved here.",
"This season I find myself adrift in the Astral Plane. It is a strange and somber place, where one has ample time for self-reflection. Thus there is no theme to the spells I have chosen to share with you today—they are simply ones that have taken my fancy as I pass the time on my quiet sojourn. I hope they ignite your imagination, as they do mine.",
"Until next time."
],
"by": "Alabaster"
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"I have made numerous adaptation spells, each for a different locale, but this one is the newest and so—I hope—the most reliable! Heading to the World Below to find a purple worm nest or trade with deep gnomes? Be sure to prepare accordingly!",
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"One of my first spells, and I believe still one of my best. Originally devised as a method to retrieve tea from my study without getting up, I've found that adjacent acquisition is more useful than it has any right to be. Things I have used this spell to retrieve include an enchanted tiara, a kobold egg, a half-digested book, and a stray fingerbone.",
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"{@footnote {@spell Alabaster's Adjacent Acquisition|Ar5}|If you're using the Avarice domain or Oath of Acquisitions from \"Goldmonger Subclasses\" in this issue, this spell makes a great addition to their spell lists as well.}"
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"Time is a funny thing. Actions carried out in the mundane world have a tendency to echo in strange ways—do something interesting enough and it stamps a sort of signature on reality. Traces of it remain. Indelible, but invisible.",
"Animate echoes can reveal these traces, allowing us to gaze directly upon an after-image of past events, as though they were still happening around us.",
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"I think many wizards could stand to spend a little more time around people. That said, personal space is important, and the wizarding life certainly includes moments in which you'd rather have a little bit more of it.",
"This spell is a (relatively) safe way to ensure that others give you a wider berth than they were perhaps planning to. Once mastered, the effects can be quite spectacular.",
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"I learned this one from an Ixian sorcerer. He didn't speak Common but got his point across just fine.",
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"All magic is dangerous and should be treated as such, but some spells affect your life more than others if you let them.",
"This is one such spell.",
"I stumbled across it many years ago, etched into a shimmering pane of glass, locked deep in the catacombs beneath a castle that had been razed to the ground. I never did discover what had happened to the place, but I think I can make an educated guess in hindsight.",
"This spell makes illusions real. Not forever, mind you, but I can think of few things more dangerous than the imagination of an intrepid wizard imposing itself on reality, even if only temporarily.",
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"There is nothing quite like the neckprickling sensation of a scrying sensor watching over you. While magic exists to detect scrying—and even to prevent it in the first place—the scryed-upon ultimately has few options. Detecting a scrying sensor has little value; you do not learn who is watching you or why, only that you are not alone.",
"Hence I found this spell of particular interest. While fairly vindictive, it provides a nimble mage with the option to strike down a scrying sensor if they can see it. Breaking the connection is extremely disorientating for your unwelcome observer, and makes for rather effective deterrence. Furthermore, even though this spell was first designed to sever magical connections, it severs a creature's synapses pretty well too, making it a dangerous ace to keep up your sleeve.",
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"A most useful spell for espionage, allowing the caster to become their own shadow and slide under doors or along walls. I prefer to turn into a fly myself, but not everyone has access to on-demand {@spell shapechange}. Perks of being an archmage.",
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"I personally have no great love for swords, but in my career I've found it impossible to get away from them. Magical, mundane, lost, shattered, or sacred; they always seem to be in my way. Eventually—wizard or not—you need to pick one of the damn things up.",
"This spell provides an elegant workaround for the wielding of hand-held weapons, and can even emulate a reasonable level of skill with them. It also comes with a few nice loopholes for disarming enemies and managing cursed items.",
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],
"spells": {
"0": {
"spells": [
"{@spell control flames|xge}",
"{@spell dancing lights}",
"{@spell fire bolt}",
"{@spell friends}"
]
},
"1": {
"spells": [
"{@spell burning hands}",
"{@spell charm person}",
"{@spell mage armor}",
"{@spell shield}"
]
},
"2": {
"spells": [
"{@spell misty step}",
"{@spell scorching ray}"
]
},
"3": {
"spells": [
"{@spell counterspell}",
"{@spell fireball}"
]
},
"4": {
"spells": [
"{@spell greater invisibility}"
]
}
}
}
],
"action": [
{
"name": "Scimitar of Flame",
"entries": [
"{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h 11} ({@damage 2d6+4}) fire damage."
]
},
{
"name": "Fire Bolt (Cantrip)",
"entries": [
"{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h 11} ({@damage 2d10}) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried."
]
}
],
"reaction": [
{
"name": "Shield (1st-Level Spell; Requires a Spell Slot)",
"entries": [
"When Irae is hit by an attack or targeted by a magic missile spell, she calls forth an {@condition invisible} barrier of magical force that protects her. Until the start of her next turn, Irae has a +5 bonus to AC, including against the triggering attack, and she takes no damage from magic missile."
]
}
],
"damageTagsSpell": [
"F"
],
"miscTags": [
"AOE",
"MLW"
],
"savingThrowForcedSpell": [
"dexterity",
"wisdom"
]
},
{
"source": "Ar6",
"name": "Kryx Bloodgnash",
"type": {
"type": "humanoid",
"tags": [
"gnoll"
]
},
"size": [
"M"
],
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 14,
"from": [
"{@item hide armor}"
]
}
],
"hp": {
"average": 60,
"formula": "8d8 +24"
},
"speed": {
"walk": {
"number": 30,
"condition": "(40 ft. if hyena)"
}
},
"str": 16,
"dex": 14,
"con": 16,
"int": 8,
"wis": 16,
"cha": 9,
"save": {
"dex": "+4",
"wis": "+5"
},
"skill": {
"nature": "+1",
"perception": "+5",
"survival": "+5"
},
"senses": [
"darkvision 60ft."
],
"passive": 15,
"languages": [
"Common",
"Gnoll"
],
"cr": "4",
"trait": [
{
"name": "Change Shape",
"entries": [
"Kryx can use his bonus action to polymorph into a giant hyena, or back into his true form, which is humanoid. His statistics, other than his movement speed, are the same in each form. Kryx does not provoke opportu nity attacks when moving while in hyena form. Any equipment he is wearing or carrying is absorbed by his new form. He reverts to his true form if he dies."
]
},
{
"name": "Fury of the Beast (1/Day)",
"entries": [
"If Kryx is reduced to 0 hit points but doesn't die outright, he is reduced to 1 hit point instead, gains temporary hit points equal to his hit point maximum, and polymorphs into his giant hyena form (see Change Shape). These temporary hit points last for 1 hour. While he has these temporary hit points, Kryx can't revert to his humanoid form, and he gains one additional melee attack as part of his Multiattack action."
]
}
],
"spellcasting": [
{
"type": "spellcasting",
"name": "Spellcasting (Humanoid Form Only)",
"ability": "wis",
"headerEntries": [
{
"type": "entries",
"name": "",
"entries": [
"Kryx is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13; +5 to hit with spell attacks). He has the following druid spells prepared:"
]
}
],
"spells": {
"0": {
"spells": [
"{@spell guidance}",
"{@spell poison spray}",
"{@spell produce flame}"
]
},
"1": {
"spells": [
"{@spell entangle}",
"{@spell faerie fire}"
]
},
"2": {
"spells": [
"{@spell heat metal}",
"{@spell pass without trace}",
"{@spell spike growth}"
]
},
"3": {
"spells": [
"{@spell call lightning}",
"{@spell dispel magic}"
]
}
}
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Kryx makes two attacks with his claws. If Fury of the Beast is active, he makes three attacks: two with his claws and one with his bite."
]
},
{
"name": "Claws",
"entries": [
"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h 6} ({@damage 1d6+3}) slashing damage."
]
},
{
"name": "Bite (Hyena Form Only)",
"entries": [
"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h 10} ({@damage 2d6+3}) piercing damage."
]
},
{
"name": "Produce Flame (Cantrip; Humanoid Form Only)",
"entries": [
"{@atk rs} {@hit 5} to hit, range 30 ft., one target. {@h 9} ({@damage 2d8}) fire damage."
]
},
{
"name": "Heat Metal (2nd-Level Spell; Requires a Spell Slot)",
"entries": [
"Kryx chooses a manufactured metal object, such as a metal weap on or a suit of heavy or medium metal armor, that he can see within 60 feet of him. For the next minute, any creature in physical contact with the object takes 9 ({@damage 2d8}) fire damage when Kryx casts the spell. Until the spell ends, Kryx can use a bonus action on each of his subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a DC 13 Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of Kryx's next turn. Kryx must concentrate on the spell. "
]
},
{
"name": "Call Lightning (3rd Level Spell; Requires a Spell Slot)",
"entries": [
"A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point Kryx can see within range directly above him. The spell fails if Kryx can't see a point in the air where the storm cloud could appear (for example, if he is in a room that can't accommodate the cloud).",
"When Kryx casts the spell, he chooses a point he can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a DC 13 Dexterity saving throw. A creature takes 16 ({@damage 3d10}) lightning damage on a failed save, or half as much damage on a successful one. On each of Kryx's turns until the spell ends, he can use his action to call down lightning in this way again, targeting the same point or a different one. The spell lasts 10 minutes, and Kryx must concentrate on it.",
"If Kryx is outdoors in stormy conditions when he casts this spell, the spell gives him control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 5 ({@damage 1d10})."
]
}
],
"damageTagsSpell": [
"F",
"I",
"L",
"P"
],
"miscTags": [
"MW",
"AOE"
],
"actionTags": [
"Multiattack"
],
"savingThrowForcedSpell": [
"constitution",
"dexterity",
"strength"
]
},
{
"source": "Ar6",
"name": "Athlonia, the Moon's Eclipse",
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"elf"
]
},
"alignment": [
"N",
"E"
],
"ac": [
{
"ac": 18,
"from": [
"plate"
]
}
],
"hp": {
"average": 76,
"formula": "9d8+36"
},
"speed": {
"walk": 30
},
"str": 18,
"dex": 11,
"con": 18,
"int": 11,
"wis": 14,
"cha": 15,
"save": {
"wis": "+4",
"cha": "+4"
},
"skill": {
"athletics": "+6",
"history": "+2",
"arcana": "+2",
"perception": "+4"
},
"senses": [
"darkvision 60ft."
],
"passive": 14,
"languages": [
"Common",
"Elvish",
"Sylvan"
],
"cr": "4",
"trait": [
{
"name": "Blinding Shadows",
"entries": [
"When reduced to 0 hit points, but just before she drops {@condition unconscious} or dies, tendrils of shadow erupt from Athlonia's body to her enemies. Each creature of Athlonia's choice within 60 feet of her must succeed on a DC 12 Constitution saving throw or be {@condition blinded} for 1 minute. A {@condition blinded} creature can repeat this saving throw at the end of each of its turns, ending the condition on itself on a success."
]
},
{
"name": "Second Wind (Recharges after a Short or Long Rest)",
"entries": [
"As a bonus action, Athlonia can regain 25 hit points."
]
},
{
"name": "Shadowblade",
"entries": [
"Athlonia's weapon attacks are magical and deal an extra 3 ({@damage 1d6}) necrotic damage (included in the attack)."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Athlonia makes two attacks with either her greatsword or Shadowbolt."
]
},
{
"name": "Greatsword",
"entries": [
"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h 11} ({@damage 2d6+4}) slashing damage and 3 ({@damage 1d6}) necrotic damage."
]
},
{
"name": "Shadowbolt",
"entries": [
"{@atk rs} {@hit 4} to hit, range 120 ft., one target. {@h 13} ({@damage 3d8}) necrotic damage."
]
}
],
"reaction": [
{
"name": "Defensive Shadowstep",
"entries": [
"When an allied creature within 60 feet of Athlonia is hit with a melee attack, Athlonia can teleport to an unoccupied space she can see within 5 feet of the creature that made the attack and force the attacker to reroll the attack. The attacker must use the new result, and Athlonia can make one melee weapon attack against the target as part of the reaction."
]
}
],
"miscTags": [
"MW",
"MLW"
],
"actionTags": [
"Multiattack"
],
"attachedItems": [
"greatsword|phb"
]
},
{
"source": "Ar6",
"name": "Uldun of Parts Unknown",
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"orc"
]
},
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 16,
"from": [
"studded leather"
]
}
],
"hp": {
"average": 52,
"formula": "8d8+16"
},
"speed": {
"walk": 30
},
"str": 11,
"dex": 18,
"con": 14,
"int": 10,
"wis": 12,
"cha": 8,
"save": {
"dex": "+6",
"wis": "+3"
},
"skill": {
"acrobatics": "+6",
"perception": "+5",
"stealth": "+6"
},
"senses": [
"darkvision 60 ft."
],
"passive": 15,
"languages": [
"Common",
"Orc"
],
"cr": "4",
"trait": [
{
"name": "Cunning Action",
"entries": [
"On each of his turns, Uldun can use his bonus action to take the Dash, Disengage, or Hide action."
]
},
{
"name": "Evasion",
"entries": [
"If Uldun is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails."
]
},
{
"name": "Roar of the Ancient Ones",
"entries": [
"When Uldun is reduced to 0 hit points, he roars out to his ancient ancestors. Each hostile creature within 120 feet of Uldun who can hear him must succeed on a DC 11 Wisdom saving throw or be plagued by the ancients until the end of its next turn. While plagued, a creature has disadvantage on attack rolls and saving throws, and attacks made against it have advantage."
]
},
{
"name": "Sneak Attack (1/Turn)",
"entries": [
"Uldun deals an extra 14 ({@damage 4d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Uldun that isn't {@condition incapacitated} and Uldun doesn't have disadvantage on the attack roll."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Uldun makes three shortsword or longbow attacks."
]
},
{
"name": "Shortsword",
"entries": [
"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h 7} ({@damage 1d6+4}) piercing damage."
]
},
{
"name": "Longbow",
"entries": [
"{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h 8} ({@damage 1d8+4}) piercing damage."
]
}
],
"reaction": [
{
"name": "Defensive Fade (1/Day)",
"entries": [
"When Uldun takes damage, he can teleport 60 feet to an unoccupied space that he can see and becomes {@condition invisible} until the end of his next turn."
]
}
],
"miscTags": [
"MW",
"RW",
"RNG",
"MLW"
],
"traitTags": [
"Sneak Attack"
],
"actionTags": [
"Multiattack"
],
"attachedItems": [
"longbow|phb",
"shortsword|phb"
]
},
{
"source": "Ar6",
"name": "Fawning Summerset",
"size": [
"L"
],
"type": "construct",
"alignment": [
"U"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 149,
"formula": "13d10+78"
},
"speed": {
"walk": 40,
"climb": 40
},
"str": 17,
"dex": 15,
"con": 22,
"int": 12,
"wis": 16,
"cha": 10,
"save": {
"int": "+4",
"wis": "+6"
},
"skill": {
"intimidation": "+3",
"nature": "+4",
"perception": "+6"
},
"resist": [
"cold",
"fire",
"thunder"
],
"immune": [
"necrotic",
"poison"
],
"conditionImmune": [
"charmed",
"deafened",
"petrified",
"poisoned"
],
"senses": [
"darkvision 120ft.",
"tremorsense 60ft."
],
"passive": 16,
"languages": [
"understands Common and Druidic but can't speak"
],
"cr": "7",
"trait": [
{
"name": "Blinding Light (1/Day)",
"entries": [
"As a bonus action, Fawning fills the Crystal Grove with dazzling light created by her crystals. Each creature of her choice in the grove must succeed on a DC 13 Dexterity saving throw or be {@condition blinded} until the start of her next turn. In addition, Fawning casts the mirror image spell, requiring no components."
]
},
{
"name": "Crystal Stride (1/Turn)",
"entries": [
"Fawning can use 10 feet of her movement to enter a crystal within her reach and appear in an unoccupied space of her choice within 5 feet of another crystal in the grove. Both crystals must be Medium or larger."
]
},
{
"name": "False Appearance",
"entries": [
"While Fawning remains motionless, she is indistinguishable from a normal crystal."
]
},
{
"name": "Immutable Form",
"entries": [
"Fawning is immune to any spell or effect that would alter her form."
]
},
{
"name": "Innate Spellcasting",
"entries": [
"Fawning's innate spellcasting ability is Wisdom (spell save DC 14). She can innately cast the following spells, requiring no material components:",
"1/day each: {@spell dispel magic}, {@spell moonbeam}, {@spell spike growth}"
]
},
{
"name": "Legendary Resistance (3/Day)",
"entries": [
"If Fawning fails a saving throw, she can choose to succeed instead."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Fawning makes two slam attacks."
]
},
{
"name": "Slam",
"entries": [
"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h 10} ({@damage 2d6+3}) bludgeoning damage and the target must succeed on a DC 14 Strength saving throw or be knocked {@condition prone}."
]
}
],
"legendaryActions": 3,
"legendary": [
{
"name": "Move",
"entries": [
"Fawning moves up to half her speed."
]
},
{
"name": "Slam",
"entries": [
"Fawning makes one slam attack."
]
},
{
"name": "Spell (Costs 2 Actions)",
"entries": [
"Fawning casts a spell."
]
}
],
"legendaryHeader": [
"Fawning can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Fawning regains spent legendary actions at the start of her turn."
],
"legendaryGroup": {
"name": "Fawning Summerset Lair",
"source": "Ar6"
},
"miscTags": [
"MW",
"RCH"
],
"traitTags": [
"False Appearance",
"Immutable Form",
"Legendary Resistances"
],
"actionTags": [
"Multiattack"
]
}
],
"itemType": [
{
"abbreviation": "AP",
"source": "Ar6",
"name": "Armor (Plate)",
"page": 16
}
],
"item": [
{
"source": "Ar6",
"name": "Zevellon's Gaze",
"wondrous": true,
"rarity": "legendary",
"reqAttune": true,
"entries": [
"This helmet molds to your face and fits comfortably and slightly bolsters your voice's volume when you speak. It appears to be a winged helm of shimmering steel with a gold lining, and a soft yellow glow that emanates from the eyes. However, the helmet's true form is made of fiery red steel with black horns and eyes fuming with smoke. Zevellon's Gaze has 3 charges. You can spend charges to create the following effects:",
{
"type": "list",
"items": [
"{@b {@i Spell Reversal.}} When a creature you can see within 60 feet of you targets you with a spell or magical effect, you can spend 1 charge as a reaction and force the creature to target itself instead. If the spell or magical effect forces a saving throw, the chosen creature must make the saving throw against its own spell save DC. If the spell or magical effect is an attack, the attack roll is rerolled against the creature.",
"{@b {@i Kneel Before Me.}} As a bonus action, you can spend 2 charges to force each creature of your choice within 30 feet of you that you can see to make a DC 18 Wisdom saving throw. On a failed save, a target takes {@damage 4d10} psychic damage and falls {@condition prone}. On a successful save, a target takes half as much damage and doesn't fall {@condition prone}.",
"{@b {@i Gaze of Annihilation.}} As an action, you can spend 3 charges to send searing pain coursing through a creature that you can see within 30 feet of you. The target must make a DC 18 Constitution saving throw. It takes {@damage 7d8 + 30} necrotic damage on a failed save, or half as much damage on a successful one. The helmet regains all spent charges daily at dawn."
]
}
]
},
{
"source": "Ar6",
"rarity": "legendary",
"reqAttune": true,
"type": "AP",
"name": "Zevellon's Scourge",
"entries": [
"This plate mail hums with tangible power. In its illusory form, the silvery plate features a large gold cross emblazoned on the chest, and beautiful golden patterns adorning the shoulders. The armor's true form has an open hand with a dagger through it and thorn-covered vines emblazoned on the crimson steel. As a bonus action, you can activate {@condition invisible} thorny tendrils that only you can see to extend from the armor until the start of your next turn. While the tendrils are active, attacks against you are made with disadvantage.",
"In addition, while the tendrils are active, you can make up to three melee weapon attacks with the tendrils as an action. The tendrils have a +10 bonus to attack rolls, a reach of 10 feet and deal {@damage 2d10} psychic damage on a hit.",
"You can activate the tendrils five times, regaining all uses each day at dawn."
]
},
{
"name": "Zevellon's Grasp",
"wondrous": true,
"source": "Ar6",
"rarity": "legendary",
"reqAttune": true,
"entries": [
"These gauntlets are warm to the touch. In their illusory form, they appear shiny, gold, and sturdy. In their true form, the fiery gauntlets are tipped with claws.",
"While you wear both gauntlets and have at least one free hand, you can use a bonus action to create a sword of green flame. While the sword is active, tiny screams sound in the crackling of the fire.",
"The sword is a one-handed melee weapon that deals {@damage 4d6} damage on a hit. Each time you create the sword, you decide if it deals fire or necrotic damage. This weapon is dismissed if you are knocked {@condition unconscious} or when you use a bonus action to dispel it. You can't let go of the sword until you dismiss it. You can only have one sword at a time.",
"When you hit a creature with a melee weapon attack while wearing the gauntlets and you don't have a flame sword active, you can choose to deal an extra {@damage 2d6} fire damage."
]
},
{
"source": "Ar6",
"name": "Zevellon's Steps",
"rarity": "legendary",
"wondrous": true,
"reqAttune": true,
"entries": [
"While you wear these boots, every step you take reverberates with power and grace, and your movement speed increases by 10 feet. The boots subtly increase your height, giving you a more powerful presence. In their illusory form, a radiant glow emanates from the bottom of these silver boots. In their true form, the boots resemble the clawed feet of an Abyssal creature.",
"In addition, you can use an action or a bonus action to teleport up to 60 feet to an unoccupied space you can see. If you use this property as a bonus action, you must make a DC 17 Intelligence saving throw. On a failure, you take {@damage 2d10} necrotic damage but still teleport to your chosen space."
]
}
],
"adventure": [
{
"name": "Keevial's Rage",
"id": "Ar6-1",
"source": "Ar6",
"group": "homebrew",
"level": {
"start": 6,
"end": 6
},
"storyline": "",
"published": "2021-07-01",
"contents": [
{
"name": "The Adventure"
},
{
"name": "Introductions on the Road",
"headers": [
"Devil of a Problem",
"Armor Piece",
"Traveling with Gavadon"
]
},
{
"name": "Blood Skeletons",
"headers": [
"Chaos Brands",
"Gavadon's Reaction"
]
},
{
"name": "Into the Fire",
"headers": [
"Sacrifice Accepted"
]
},
{
"name": "Continuing the Adventure"
}
]
},
{
"name": "Spelunking!",
"id": "Ar6-2",
"source": "Ar6",
"level": {
"start": 4,
"end": 4
},
"storyline": "",
"published": "2021-07-01",
"group": "homebrew",
"contents": [
{
"name": "The Adventure"
},
{
"name": "Adventure Summary"
},
{
"name": "Welcome to Pirn",
"headers": [
"Notable NPCs"
]
},
{
"name": "Rumors of Fawning Summerset",
"headers": [
"Tale of Fawning Summerset"
]
},
{
"name": "Recent Mystery",
"headers": [
"Talking to Calliope",
"Spelunking"
]
},
{
"name": "Random Encounters"
},
{
"name": "Cavern Features"
},
{
"name": "Cavern Encounters",
"headers": [
"Between Encounters",
"The Gorge",
"Skimming across the Stones",
"Illusion of Daylight"
]
},
{
"name": "The Crystal Grove"
},
{
"name": "The Environment"
},
{
"name": "The Cryad",
"headers": [
"Engaging the Enemy",
"Medium Crystals"
]
},
{
"name": "Escaping"
},
{
"name": "Treasure"
},
{
"name": "Conclusion"
},
{
"name": "Advancement"
}
]
}
],
"adventureData": [
{
"source": "Ar6",
"id": "Ar6-1",
"data": [
{
"type": "section",
"name": "The Adventure",
"page": 19,
"entries": [
"This short adventure for five 6th-level characters serves as the characters' introduction to the Armor of Zevellon. Gavadon the Gallant, a priest of the forge god Vukaryion, owns one piece of the Armor of Zevellon of your choice (see \"Armor Piece,\" below). He seeks another piece that is guarded by the devil Keevial. The devil is a servant of Zevellon bound to the Mundane World and sworn to protect a piece of the armor until someone presents him with a worthy sacrifice. The priest plans to lure the characters to Keevial as a trade for the devil's piece of armor."
]
},
{
"type": "section",
"name": "Introductions on the Road",
"page": 19,
"entries": [
"The characters meet Gavadon (lawful evil, human priest) as they pass through a town or out on the road. When the characters first meet Gavadon, read or paraphrase the following:",
{
"type": "insetReadaloud",
"entries": [
"A human man wearing simple priest's robes walks with a happy skip toward you. He flashes a smile, saying, \"Excuse me! You look like the sort of folks who might have time to help a priest beat the devil.\""
]
},
{
"type": "entries",
"name": "Devil of a Problem",
"page": 19,
"entries": [
"Gavadon, known to locals as Gavadon the Gallant, introduces himself as a servant of Vukaryion, god of the forge and smithing. He tells the characters that an NPC they know and trust told the priest to seek them out for help with a problem—which is technically true! Gavadon asked around to find heroic adventurers worthy of a sacrifice to Keevial.",
"The priest claims that Keevial, a powerful devil, stole a destructive relic from the church of Vukaryion. To make matters worse, Keevial constantly sends undead to attack the priest and steal another holy relic Gavadon carries. Gavadon begs the characters to help him stop Keevial and get back the stolen item, promising to reward them with a custom magical item from his forge. \"I am a cleric of the forge after all!\" This is a lie. Gavadon doesn't plan on rewarding the characters. He plans on them dying.",
"Gavadon tracked Keevial to a cave that surges with magical energy from a bursting ley line and promises to lead the characters there. If the characters agree to help, the priest takes them to the cave, which is about ten miles away. Gavadon leads the characters with a magical sensor that looks like a compass. The {@spell detect magic} spell reveals that the sensor radiates divination magic. While on the same plane of existence as one or more pieces of the Armor of Zevellon, the sensor points in the direction of the closest piece not currently worn by the creature holding it."
]
},
{
"type": "entries",
"name": "Armor Piece",
"page": 19,
"entries": [
"{@footnote When he meets the party initially, he wears a single piece of the Armor of Zevellon chosen or rolled on the Armor Pieces table below.|Might we suggest Zevellon's Steps? These teleporting booties pair well with a priest who tries to avoid combat and plays the part of a coward.}",
"If asked about the armor, Gavadon claims that the piece he wears is part of a set graced by Vukaryion. He also mentions that the piece Keevial stole belongs to the same collection. Gavadon makes casual conversation during the journey to the cave.",
{
"type": "table",
"caption": "Armor Pieces",
"colLabels": [
"{@dice d4}",
"Armor Piece"
],
"colStyles": [
"col-4 text-center",
"col-8 text-left"
],
"rows": [
[
"1",
"{@item Zevellon's Gaze|Ar6}"
],
[
"2",
"{@item Zevellon's Scourge|Ar6}"
],
[
"3",
"{@item Zevellon's Grasp|Ar6}"
],
[
"4",
"{@item Zevellon's Steps|Ar6}"
]
]
}
]
},
{
"type": "entries",
"name": "Traveling with Gavadon",
"page": 19,
"entries": [
"Gavadon speaks in a calm tone and has a good sense of humor, even cracking the occasional bawdy joke. If there is a cleric or paladin in the party, he asks them directly how it feels to serve their deity. His interest in their response is genuine, for Keevial prefers to devour the devout.",
"A character who succeeds on a DC 17 Wisdom (Insight) check knows that Gavadon isn't being entirely honest with the characters about the dangers they face in the cave. During combat, Gavadon takes the Dodge action and tries to keep out of harm's way. If an injured character asks for his help, the priest casts the cure wounds spell.",
{
"type": "inset",
"name": "Vukaryion in Your World",
"entries": [
"You can replace Vukaryion with any god of crafting, the forge, or smithing in your world.",
"Optionally, in a world with more deities than the players can track, Vukaryion could be a god that Gavadon invented. A successful DC 18 (Intelligence) Religion check reveals that Vukaryion isn't a god mentioned in any popular religious texts. If confronted about this, Gavadon admits Vukaryion isn't actually a god yet but a powerful entity whose voice the priest sometimes hears. The cleric hopes that restoring all the relics of this deity will cause Vukaryion to ascend. This is true, and Vukaryion is simply an alias for Zevellon.",
"Or Vukaryion could also be a god that Zevellon killed. A character who succeeds on a DC 22 Intelligence (History or Religion) check has read stories that describe the battle. If this information is revealed to Gavadon, the priest gives a sullen nod and says, \"My hope is that I can bring him back.\" Of course, Gavadon means Zevellon here and not Vukaryion."
]
}
]
}
]
},
{
"type": "section",
"name": "Blood Skeletons",
"page": 20,
"entries": [
"On the way to the cave, five blood-red horned devil skeletons (use the minotaur skeleton stat blocks) rise from the ground and circle the characters as four blood-red bearded devil skeletons (use the skeleton stat block) come out of the shadows and draw shortbows. The horned devil skeletons engage the characters in melee as the bearded devil skeletons use their bows to attack at range. The skeletons fight until destroyed.",
{
"type": "entries",
"name": "Chaos Brands",
"page": 20,
"entries": [
"When a skeleton hits a character with an attack, the character must make a DC 18 Wisdom saving throw. On a failure, a red tattoo shaped like a skull with a snake through the eyes appears on the character's body. At your discretion, these brands might appear under clothing and not initially be obvious to the characters. A {@spell detect magic} spell reveals that the tattoos radiate conjuration magic. Attempting to dispel the tattoos with dispel magic causes the brands to release a psychic pulse. The caster takes 11 ({@damage 2d10}) psychic damage and the spell fails. A {@spell remove curse} spell, however, does remove the brand.",
"A character who succeeds on a DC 20 Intelligence (Religion) check knows the symbol is one used by Zevellon, an ancient and dead demigod of chaos and magic."
]
},
{
"type": "entries",
"name": "Gavadon's Reaction",
"page": 20,
"entries": [
"When the skeletons appear, Gavadon cries out, \"Oh no! Not again!\" During the fight he moans, \"When will these accursed things stop hunting me?\" as he cowers in fear. If asked, the priest says that the skeletons are servants of Keevial attempting to steal his piece of the armor. A successful DC 17 Wisdom (Insight) check reveals that Gavadon isn't being honest with the characters. He animated the skeletons himself days ago using a special ritual created by Zevellon and set this trap to sell the deception that Keevial is after him.",
{
"type": "inset",
"name": "Gavadon Gone",
"entries": [
"If the characters refuse to trust Gavadon, the priest lashes out and attacks. He carries a yellow diamond elemental gem that he breaks to conjure an earth elemental. Even with this ally, Gavadon is likely no match for the characters, but given that they know his plan and his desperation to get the next piece of armor, he tries to kill them so they can't stop him or ask more questions. He fights to the death.",
"When Gavadon dies, the characters can take his piece of the Armor of Zevellon and his magic sensor that points the way to the next closest piece of armor. A character who attunes to the armor gains the flaw described above, which makes them want to seek more pieces of armor, which could lead them to Keevial's cave. If Gavadon is dead when the characters enter the cave, ignore the boxed text in \"Into the Fire\" and simply have Keevial awake and attack the characters, shouting they are not worthy of Zevellon's prize."
]
}
]
}
]
},
{
"type": "section",
"name": "Into the Fire",
"page": 21,
"entries": [
"The cave looks normal from the outside, but a {@spell detect magic} spell reveals that its entrance emanates an aura of conjuration magic. When the characters step into the cave, they are transported into a hellish pocket dimension. This demiplane is a cave with a 60-foot radius and a ceiling that is 20 feet high.",
{
"type": "insetReadaloud",
"name": "",
"entries": [
"Smoke and ash fill the air with a toxic scent. The obsidian rocks that form the walls, ceiling, and floor of the cave are riddled with cracks that glow with crimson light. It didn't look like this from the outside.",
"At the center of the circular cavern, a blood-red sphere of energy hums, surrounding a sleeping chain devil that hovers in midair.",
"Four barbed iron chains hang from the ceiling and coil on the floor of the cave.",
"Gavadon whispers, \"What's the plan? That's Keevial, but I don't see the relic.\""
]
},
"The sphere around Keevial, a chain devil, has the same properties as one created by the {@spell resilient sphere} spell. The ceiling in this chamber is 20 feet high.",
{
"type": "entries",
"name": "Sacrifice Accepted",
"page": 21,
"entries": [
"After the characters have a moment to investigate the chamber and their surroundings, Keevial opens his eyes and a wave of crimson emanates from the sphere of energy around him. Each creature in the cave that is not a fiend must succeed on a DC 15 Constitution saving throw or become cursed for 10 minutes as the negative energy of the Lower Planes seeps into its body. A creature with a Chaos Brand tattoo (see \"Chaos Brands,\" above) has disadvantage on the saving throw. While cursed, the creature makes attack rolls and saving throws with disadvantage. If a creature has the red tattoo and also fails the save, it gains a level of {@condition exhaustion} as well. A {@spell remove curse} spell or similar magic can remove the curse, but not the {@condition exhaustion} (which must be restored through rest or a {@spell greater restoration} spell or similar magic). Any creature attuned to a piece of the Armor of Zevellon is immune to this effect.",
"If Gavadon is still with the characters, read or paraphrase the following boxed text. Otherwise, the devil immediately dispels the sphere and attacks (see \"Combat,\" below).",
{
"type": "insetReadaloud",
"entries": [
"The devil covered in chains stares out from the sphere as Gavadon kneels before him. With glowing eyes, Keevial speaks in three discordant voices at once, saying, \"Your offering. I find it acceptable.\" Gavadon smiles. \"Zevellon will be pleased.\""
]
},
"A new piece of the Armor of Zevellon (chosen or rolled on the Armor Pieces table above) appears on Gavadon's body. As he stands, both pieces of armor momentarily reveal their true form and then, with a thought, Keevial dismisses the priest from the pocket dimension.",
{
"type": "insetReadaloud",
"entries": [
"As Gavadon disappears, Keevial snears. \"Pathetic. That priest is not truly worthy of Zevellon's prize! But I will enjoy this sacrifice all the same. None shall claim the demigod's armor while I walk this world.\""
]
},
"{@b {@i Combat.}} {@footnote Keevial dispels the sphere as two bearded devils appear at his side. The same piece of the Armor of Zevellon he appeared to have given to Gavadon appears on his form.|Might we suggest Zevellon's Gaze? The helmet looks so good on Keevial and the Gaze of Annihilation feature is oh so fun!} This is the true piece of the armor. Gavadon has a fake.",
"The fiends attack the characters. The chains on the ceiling start combat already under the effects of Keevial's Animate Chains action. Each chain is 200 feet long. The bearded devils stay close to the chain devil and defend him from close melee attacks, while Keevil uses his chains to attack from a distance, using the features of his piece of the Armor of Zevellon as often as he can. The devils fight the characters until destroyed.",
"{@b {@i Keevial's Lair Actions.}} On initiative count 20 (losing initiative ties), Keevial takes a lair action to cause one of the following effects; Keevial can't use the same effect two rounds in a row.",
{
"type": "list",
"items": [
"Each devil can teleport 30 feet to an unoccupied space it can see. After teleporting, Keevial unleashes a wave of red energy from his body that washes over all creatures in the cave. Each creature in the area that isn't a devil must make a DC 15 Strength saving throw or fall {@condition prone}. Creatures with Chaos Brands have disadvantage on the saving throw.",
"A 10-foot-radius column of black fire erupts from the ground at a point Keevial can see. Each creature in the area must make a DC 15 Dexterity saving throw, taking 11 ({@damage 2d10}) fire damage and becoming {@condition blinded} until ini tiative count 20 of the following round on a failed save, or taking only half as much damage without becoming {@condition blinded} on a successful one.",
"Keevial's chains whip through the chamber. Four crea tures of Keevial's choice must make a DC 15 Strength saving throw. On a failure, the creature takes 11 ({@damage 2d6+4}) slashing damage and is moved to an unoccupied space of Keevial's choice that the devil can see within the cave. The creature can't be moved vertically using this lair action."
]
},
"{@b {@i Killing Keevial.}} When Keevial is destroyed, his form melts away, and the characters can claim his piece of the armor. Any characters with red tattoos find that the marks disappear after the devil is destroyed.",
{
"type": "inset",
"name": "He's Dying Too Quickly",
"entries": [
"If the characters easily dispatch Keevial within 2 rounds of combat, you can institute this change to make the combat more challenging. As the devil falls, he shrieks a prayer for help to Zevellon. A white-hot fire surrounds Keevial, burning the flesh from his bones. Keevial rises from the fire, rejuvenated as a bone devil with his hit points restored—and the battle begins anew."
]
}
]
}
]
},
{
"type": "section",
"name": "Continuing the Adventure",
"page": 22,
"entries": [
"It is up to the characters to decide what to do with the piece of the Armor of Zevellon. They might wield it themselves, research the demigod, look for more pieces, or—if Gavadon survived—try to hunt down the priest for answers and revenge. If they don't search for Gavadon, he comes looking for their piece of the armor soon enough. Only this time he's stronger, nastier, and has aid from other cultists of Zevellon."
]
}
]
},
{
"source": "Ar6",
"id": "Ar6-2",
"data": [
{
"type": "section",
"name": "The Adventure",
"page": 23,
"entries": [
{
"type": "inset",
"entries": [
"In the woodland town of Pirn, the residents and travelers enjoy spelunking in the local Summerset Caverns. Word spread quickly of the newly discovered Crystal Grove, a cavern of beautiful crystals—some even the size of a dragon's head! But a group of teenage spelunkers hasn't returned from an expedition to the cavern, and their parents worry something nefarious is afoot."
]
},
"Spelunking! is an adventure designed for four to five 4th-level characters. The characters spelunk, or explore, the local caverns looking for the Crystal Grove. However, the grove is protected by a cryad, a magical creature composed of crystal dust who harvests the crystals that grow from bodies."
]
},
{
"type": "entries",
"name": "Adventure Summary",
"page": 23,
"entries": [
"Throughout this adventure, characters investigate the disappearance of four teenagers and deal with an ancient druidic foe deep in the Crystal Grove.",
{
"type": "list",
"items": [
"The characters arrive in Pirn, learn of the missing teenagers, and hear rumors of a druid named Fawning Summerset.",
"The characters spelunk the Summerset Caverns to find the teenagers, facing threats and twisting tunnels in their descent to the Crystal Grove.",
"The characters face Fawning Summerset, a dangerous cryad, to save the teenagers and prevent Fawning from stealing their lives for her crystal haven."
]
}
]
},
{
"type": "entries",
"name": "Welcome to Pirn",
"page": 23,
"entries": [
"Pirn is a typical woodland settlement. You can easily replace it with a similar town from your setting. Beautiful buildings constitute the town, which contains peculiar townsfolk who happily greet newcomers—if you have coin, of course. The town is the last stop for tourists eager to explore the nearby caves.",
"Upon entering the town, Waylon Bonesforth (veteran, he/him), the sheriff and mayor of Pirn, greets the characters:",
{
"type": "inset",
"entries": [
"\"The good people of Pirn welcome you to our secluded woodland paradise! Need a drink? Perhaps the Brewmaster's Table is the place for you! Or a soft pillow after a long ride? Long Knight's Sleep has vacancies! Don't be shy and don't be thrifty with tips, and we will be happy to serve you!\""
]
},
"Waylon Bonesforth always encourages new people to take a drink at the Brewmaster's Table and occupy a room at the Long Knight's Sleep, as he owns both establishments. If the characters ask about the Summerset Caverns, he mentions they are temporarily closed to novice spelunkers, but thinks the characters would enjoy a visit to the caves. If pressed, the mayor says that a recent earthquake seems to have shifted things in the caves, but it's truly nothing to worry about. A character who makes a successful DC 14 Wisdom (Insight) check realizes the mayor is worried that the incident could discourage tourism and is downplaying the danger in the caves.",
{
"type": "entries",
"name": "Notable NPCs",
"page": 24,
"entries": [
"There are several businesses in Pirn where the characters can find all the expected goods and services, run by friendly NPCs.",
"The town's notable NPCs include the following characters:",
{
"type": "list",
"items": [
"{@b {@i Calliope Daydream (She/Her).}} An aged elf scout, Calliope is a long-term resident of Pirn. She knows more about the local area than anyone in town, as she frequently spelunks the caverns and explores the woods. Calliope usually spends her nights at the Brewmaster's Table and her days teaching survival classes to tourists and locals. \"The mountains and caverns are just as alive as the trees. Maybe more so.\"",
"{@b {@i Fern Woodsmith (She/Her).}} An older human commoner, Fern is the primary bartender at the Brewmaster's Table. She has known Calliope for decades, and they enjoy a drink together every night. \"Every adventure should begin with a shot!\"",
"{@b {@i Derek Nestly (He/Him).}} This elf commoner owns Derek's Tackle and Supplies, a general store that sells spelunking and camping supplies. Derek is kind but always looking to sell more inventory. He happily trades gems or rare items if someone doesn't have coin to spend. \"You never know when you need a tent and torches!\"",
"{@b {@i Everly Westmore (She/Her).}} A human commoner, Everly is the manager of the Long Knight's Sleep and chainsmokes violet cigarettes in an ivory cigarette holder. She is a no-funny-business leader, speaking quickly and without pleasantries. Her personality is rare in Pirn. \"No refunds.\"",
"{@b {@i Concerned Parents.}} Zarah (he/him) and Drell (she/her) Reedsnip and Virna (she/her) and Knox (he/him) Twell are the human commoner parents of missing teenagers. They're all quite concerned about their kids.",
"{@b {@i Missing Children.}} Ogin (he/him) and Vold (they/them) Reedsnip and Syrah (she/her) and Poli (he/him) Twell are teens who went missing in Summerset Caverns."
]
},
{
"type": "inset",
"name": "No Time to Dawdle",
"entries": [
"If you're short on time, the introduction and exploration of the town can be skipped in favor of jumping right into the adventure. Waylon Bonesforth realizes the characters are adventurers when they enter the town. He introduces them to the parents of the missing children (see \"Recent Mystery\") then goes to get Calliope Daydream to meet them. Calliope gives the characters the information in \"Tale of Fawning Summerset\" as they travel to the caverns."
]
}
]
}
]
},
{
"type": "section",
"name": "Rumors of Fawning Summerset",
"page": 25,
"entries": [
"While the characters enjoy a drink at the Brewmaster's Table, check in at the Long Knight's Sleep, or buy equipment at Derek's Tackle and Supplies, different NPCs of your choice share tidbits of the town's history. They might relay the following information, including rumors about the mysterious Fawning Summerset:",
{
"type": "list",
"items": [
"\"Did you know the forest was guarded by a druid circle? They disappeared way before Pirn's founders showed up.\"",
"\"An old story claims that the druids once had a powerful leader named Fawning Summerset. Her burial mound is supposed to be hidden in the caverns. Hence their name.\"",
"\"My grandpa, gods rest his soul, told me that Fawning Summerset, a druid who ruled these woods long ago, was murdered by other druids jealous of her power. She might have treasure buried in the caverns.\"",
"\"If you go down into the caverns, beware! They say Fawning Summerset's ghost still haunts the place... We actually just tell the little ones that to keep them from going off into the caves alone.\""
]
},
{
"type": "entries",
"name": "Tale of Fawning Summerset",
"page": 25,
"entries": [
"Alternatively, if you're short on time or prefer a more direct approach, you could have one NPC of your choice relay this information:",
{
"type": "inset",
"entries": [
"\"According to legends handed down by Pirn's founders, Fawning Summerset was one of several druids who guarded the woods in this area long ago. Gifted in magic, Fawning had power the other druids jealously craved. One moonless night, they trapped her in the caverns, stabbed her in the back, and left her for dead! Sprawled out in the darkness, blood seeping from her wounds as she grew weaker with every breath, Fawning swore vengeance against her fellow druids. To escape her dark curse, they gave up being wardens of the forest and founded this simple town. But the local caverns bear her name and curse still. So if you go into Summerset Caverns, beware! You might see her ghost!\""
]
},
"The NPC ends the tale with a laugh, clearly thinking it's rubbish. While people sometimes report seeing a ghost in the caverns, no one has ever had any trouble inside. Well, no one until recently..."
]
}
]
},
{
"type": "section",
"name": "Recent Mystery",
"page": 25,
"entries": [
"As the characters explore the town, many of the NPCs they interact with mention the missing teens and explain that the concerned parents are looking for adventurers to rescue their kids. If the characters don't seek out the parents, Zarah, Drell, Virna, and Knox approach the characters with apprehension and desperation at the Brewmaster's Table, the Long Knight's Sleep, or any store they might be lingering in.",
"Drell dabs his eyes with a handkerchief as Zarah, his wife, explains that their twins, Ogin and Vold, are missing, along with their friends Syrah and Poli, who are Virna and Knox's children. Three days ago, the teenagers went into the caves to find the Crystal Grove, a newly discovered cavern of enormous crystals that everyone wants to see. The teens never returned. The parents went looking for them, but the once-safe tunnels of the caves were suddenly cramped and twisted! They almost got lost and turned back, resolving to pay more experienced folk to find their children.",
{
"type": "inset",
"entries": [
"\"You see, the kids, they're just at the beginning of their lives. We encourage them to explore and have fun, but we've always taught them to be respectful of their environments and the creatures in the caves. But now those caves are a hostile place. Would you consider looking for them? They know how to survive. We're sure they're still alive in there. We could offer 100 gold apiece! It may not be much to folks like you, but it's everything we've managed to save to give our kids a better life.\""
]
},
"If the characters refuse the mission for such a low rate, the parents privately discuss options and approach again with deeds to their homes in exchange for finding their children.",
"If the characters accept the offer, the parents direct them to the bar at the Brewmaster's Table, where they can find a local spelunker and expert—Calliope Daydream, who taught the missing children how to safely explore the caverns. If anyone can guide the characters to the Crystal Grove, it's her.",
{
"type": "entries",
"name": "Talking to Calliope",
"page": 25,
"entries": [
"Calliope Daydream offers to look for the teenagers with the characters. She says that she can guide them to the Crystal Grove, but mentions that she isn't a warrior, which is why she hasn't gone looking for the teens on her own. In combat, she mostly takes the Disengage, Dodge, or Help action, keeping the characters between herself and any enemies and fighting only when cornered. If she can reach a dying character, she attempts a Wisdom (Medicine) check to stabilize them. She also might try to free characters who are {@condition restrained} or otherwise immobilized.",
"Before leaving Pirn, Calliope encourages the characters to consider buying special supplies for spelunking, specifically a hatchet and several more rounds of rope, at Derek's Tackle and Supplies.",
{
"type": "inset",
"name": "What Changed the Caves?",
"entries": [
"If a character wants to know what changed the caves so suddenly, they can make a DC 15 Intelligence (Arcana or Nature) check. On a success, that character recalls that when someone betrays and murders a powerful druid, the dying spellcaster can ask for the spirits of nature to preserve them. If the spirits answer, a crystal cocoon encases the druid, turning them into a cryad, a crystalline construct that seeks vengeance upon all humanoids. A cryad captures people and uses their bodies as fertilizer to grow a garden of glowing, necromantic crystals. Unsealing a cryad's cocoon causes the nearby earth to shift and change into a more dangerous defense of their crystal gardens.",
"If no character knows this information, Calliope tells the characters about cryads after they face a couple challenges in the cave, as she knows the lore and starts to realize what may be happening. If the characters don't know about Fawning Summerset, Calliope shares her story, as well (see \"Tale of Fawning Summerset\")."
]
}
]
},
{
"type": "entries",
"name": "Spelunking",
"page": 26,
"entries": [
"When the characters are ready to find the teenagers, Calliope meets them on the edge of town. The 2-mile hike up to the cavern is a pleasant walk with a slight grade. But the entrance to the cavern is a craggy 20-foot-deep shaft. When Calliope sees the hole, she explains:",
{
"type": "inset",
"entries": [
"\"This shaft wasn't always here. Up until those kids went missing, it was just a cave mouth you could walk into. Now it's a straight drop. Something weird is happening... you ready for this?\""
]
},
"Characters who climb down the shaft must succeed on a DC 12 Strength (Athletics) check or fall while making the climb down, landing {@condition prone} and taking 7 ({@damage 2d6}) bludgeoning damage. Characters who use rope or other climbing equipment have advantage on this check.",
{
"type": "inset",
"name": "Calliope as a Guide",
"entries": [
"The caverns are a twisting network of tunnels that Calliope guides the characters through. There are branching paths, shafts, and pits. Most lead to dead ends, but Calliope always picks the right path to get the characters closer to the grove.",
"Calliope worries about the missing teens and is grateful for the characters' willingness to rescue them. She is serious and apprehensive, but she moves carefully and gracefully through the tunnels. Ever the teacher, Calliope sometimes lectures the characters about safety while traveling through the caves and offers wilderness survival tips and platitudes like \"Always take a buddy\" and \"Sometimes you find the ooze. Sometimes the ooze finds you.\"",
"If Calliope dies, the characters can still find their way through the caves to the Crystal Grove, but they are more likely to get lost (see \"Between Encounters\")."
]
}
]
}
]
},
{
"type": "section",
"name": "Random Encounters",
"page": 26,
"entries": [
"Each hour the characters stop to rest in the cave, roll a d20. On a result of 12 or higher, they experience a random encounter from the Random Encounters table. The cryad's cocoon unsealing shifted the caverns and cut many of these creatures off from their homes and food sources. These creatures fight to the death and attempt to devour the characters.",
{
"type": "table",
"caption": "Random Encounters",
"colLabels": [
"{@dice d4}",
"Encounter"
],
"colStyles": [
"col-4 text-center",
"col-8 text-left"
],
"rows": [
[
"1",
"{@dice 1d3 + 3} {@creature giant spiders}"
],
[
"2",
"{@dice 1d2 + 1} {@creature gricks}"
],
[
"3",
"{@dice 1d2} {@creature phase spiders}"
],
[
"4",
"{@dice 1d2} {@creature black puddings}"
]
]
}
]
},
{
"type": "section",
"name": "Cavern Features",
"page": 27,
"entries": [
"The caverns have a range of spaces, from open rooms with high ceilings to narrow crawl spaces. Unless otherwise mentioned, there are no light sources in the caverns, save for those the characters bring with them. If the characters have no light sources, Calliope gives them three torches.",
"The caverns' stone is a combination of grey and green minerals, oxidizing from the air. Stalactites and stalagmites jut out across the floors and ceilings, almost as if they are protecting the caverns from wanderers. Climbing the walls of the caverns requires a successful DC 12 Strength (Athletics) check, which is made with advantage if the character uses climbing equipment.",
"As Calliope guides the characters through the cavern, describe the tight spaces and strange sights they encounter. You can use one of the following descriptions each time the characters travel the tunnels from one challenge to the next:",
{
"type": "list",
"items": [
"A tunnel wall contains a faded carving of three stags goring a wolf with their antlers above a phrase in Druidic that reads \"The final resting place of Fawning Summerset.\"",
"Dripping echoes down a yawning tunnel that divides into four halls. Rubble blocks three of the paths, and the remaining tunnel shines with eerie green stone on the walls.",
"Calliope stands in the middle of a cavern, her eyes darting around at the various tunnel exits, her brow furrowed. \"There used to be a shaft that led up to the surface here.\" The elf shakes her head and thinks for a moment about which way to go. (If the characters wish to help with the navigation of the caves, see \"Between Encounters.\")",
"Calliope's torchlight illuminates a wall ahead covered in inky black shadow. As she gets closer, the shadow, some sort of ooze, slides into a crack in the wall and disappears. (Consider running an encounter with a black pudding if you use this description.)",
"Sticky white strands of rope hang from the ceiling, an abandoned web meant for creatures the size of a horse. (Consider running an encounter with a giant spider if you use this description.)"
]
},
"Calliope makes several comments about tunnels getting tighter and having extra bends and stalagmites than last time she was in the caves."
]
},
{
"type": "section",
"name": "Cavern Encounters",
"page": 28,
"entries": [
"Most of the caverns are not dangerous, but the characters encounter several terrain obstacles they must overcome. Each obstacle has a map and description.",
{
"type": "entries",
"name": "Between Encounters",
"page": 28,
"entries": [
"Each time the characters approach a new encounter in the caves, have them make a group DC 12 Wisdom (Survival) check to find their way through the caves. If Calliope is with the characters, she turns up to two failures into successes whenever the group makes this check.",
"If the group succeeds, they move through the caverns without incident. If the group fails, they get lost in the tunnels and spend a lot of time backtracking. Each character must make a DC 10 Constitution saving throw. On a failed save, a character gains a level of {@condition exhaustion}.",
{
"type": "inset",
"name": "Time Saver",
"entries": [
"If you're short on time, you can skip any of the following challenges in this section. If you do, the characters will have more of their hit points, spells, and resources for the final confrontation with the cryad, but that's not necessarily a bad thing!"
]
}
]
},
{
"type": "entries",
"name": "The Gorge",
"page": 28,
"entries": [
"You can use the Gorge map to run this encounter. After about a half an hour of following Calliope in the caverns, the characters enter this chamber from the west and come to their first obstacle.",
{
"type": "insetReadaloud",
"entries": [
"A narrow tunnel gives way to a much wider cavern that smells of guano and glitters with a few tiny crystals embedded scattershot across the walls. Small drips echo through the chamber as water falls from the stalactites into a great gorge that slashes across your path like a deep, dark scar. Two prominent pillars of rock jut out from the middle of the gorge floor and could form a path across for daring athletes. \"We need to get to the other side,\" Calliope says as she sets her jaw with determination."
]
},
"The gorge before the characters is 80 feet across and 40 feet deep.",
"{@b {@i Crossing the Gorge.}} If a character attempts to hop across the pillars to the other side of the gorge, they must succeed on a DC 14 Dexterity (Acrobatics) check or lose their balance as they leap, falling to the bottom of the gorge, landing {@condition prone}, and taking 14 ({@damage 4d6}) bludgeoning damage from the fall. A character could also attempt to climb the cavern walls to cross to the other side, or climb down to the bottom of the gorge, walk across, then climb back up (see \"Cavern Features\"). A character who fails a Strength (Athletics) check made to climb the walls or down into or out of the gorge falls 40 feet to the gorge's floor.",
"A young roper with 60 hit points hides in the ceiling among the stalactites between the pillars. The first time a character attempts to leap across the chasm using the pillars, the roper attacks, using its tendrils to reel the character up to the ceiling for a feast and grapple then drop any rescuers into the gorge. If the characters instead climb down to the bottom of the gorge to cross, the roper moves to the east side of the gorge and waits for them to climb up. A character with a passive Wisdom (Perception) score of 15 or higher notices the roper moving across the ceiling. The roper fights until reduced to 30 hit points, then flees along the ceiling.",
"{@b {@i Treasure.}} If a character succeeds on a DC 13 Wisdom (Perception) check, they notice gear at the bottom of the gorge. Roll a d6 and use the Gorge Treasure table to determine what the characters find.",
{
"type": "table",
"caption": "Gorge Treasure",
"colLabels": [
"{@dice d6}",
"Item"
],
"colStyles": [
"col-4 text-center",
"col-8 text-left"
],
"rows": [
[
"1",
"Two backpacks with {@dice 1d6} rations each"
],
[
"2",
"Morrigy's Field Journal, an incomplete journal for foraging mushrooms"
],
[
"3",
"A silvered dagger"
],
[
"4",
"A pouch containing {@dice 20d10} sp"
],
[
"5",
"Two half-full waterskins"
],
[
"6",
"Four unused 50-foot-long coils of hemp rope"
]
]
},
"In addition, the characters find goggles of night among the belongings. Calliope informs the characters that the gear they found belongs to the teens. If the characters rescue them, the teens allow the heroes to keep what they found as thanks."
]
},
{
"type": "entries",
"name": "Skimming across the Stones",
"page": 29,
"entries": [
"You can use the Crossing the Stones map to run this encounter. The characters come upon this spot about twenty minutes after they leave the gorge cavern. They enter the chamber from the south.",
{
"type": "insetReadaloud",
"entries": [
"Calliope crawls through a low chamber on her hands and knees, motioning for you to follow. As you join her in the tight tunnel, dark standing water splashes up into your mouth, and the strong, bitter taste of mineralization overwhelms your senses. The short crawl space opens into a longer tunnel with a deep pool of this opaque water. Six smooth black stones, each topped with a cluster of crystals, dot a path across the pool to a dry opening on the other side of the narrow cavern."
]
},
"The opaque standing water in this chamber is 2 feet deep, and the ceiling is 10 feet high. Entering the water attracts the attention of two swarms of quippers that live in the pool. The fish attack any creature that disturbs the waters, save the mimic, which they consider a predator. These quippers are cave fish—they have blindsight out to a radius of 60 feet and are blind beyond that radius.",
"{@b {@i South Stone.}} The southernmost stone in the water is a disguised mimic. Being partially submerged in the water for so long has given the mimic chills. A character with a passive Wisdom (Perception) score of 15 or higher notices the mimic shiver occasionally in very short bursts. Creatures who notice the mimic can choose to avoid it while crossing the stones. The mimic waits for a character to touch it or fall in the water, then attacks, fighting to the death.",
"{@b {@i Crossing the Stones.}} The five northernmost stones in the pool have been smoothed over with sediment, creating an unusually slick surface. A character who attempts to hop across the stones must succeed on a DC 14 Dexterity (Acrobatics) check to do so. On a failed check, they fall into the water. A character who doesn't choose to avoid the stone-disguised mimic lands on top of it."
]
},
{
"type": "entries",
"name": "Illusion of Daylight",
"page": 31,
"entries": [
"You can use the Illusion of Daylight map to run this encounter. The characters come upon this spot, where a crystal produces a veil of light that obscures a pit in their path, about ten minutes after they leave the standing water cavern. They enter this tunnel from the west.",
{
"type": "insetReadaloud",
"entries": [
"Moving through a wide tunnel, you notice a beam of brilliant light coming through a crystal embedded in the ceiling ahead. You have only seen darkness and torchlight since entering the Summerset Caverns, but now this solid prism of blinding rainbow light obstructs any view of the path ahead."
]
},
"The ceiling in this chamber is 15 feet high.",
"{@b {@i Light Crystal.}} The crystal embedded in the ceiling is 5 feet in diameter and extends up to the surface, where it catches the light and then magnifies it. The crystal's structure even enhances moonlight into a brilliant rainbow.",
"A {@spell detect magic spell} reveals that the crystal radiates an aura of evocation magic. The crystal has AC 17, 50 hit points, and immunity to poison and psychic damage. If the crystal is destroyed, it explodes in a burst of brilliant light and each creature in the chamber must succeed on a DC 12 Constitution saving throw or take 9 ({@damage 2d8}) radiant damage and become {@condition blinded} for 1 hour. Destroying the crystal makes the light disappear.",
"{@b {@i Pit.}} Just beyond the veil of light is a 15-foot-deep pit with a 20-foot-square opening. A gelatinous cube with a climbing speed of 15 feet waits at the bottom of the pit and automatically engulfs any creature that falls into it. If two creatures pass over the pit without falling inside, the cube moves up over the opening and attempts to engulf the next creature to cross.",
"A character who makes a successful DC 12 Intelligence (Investigation) check discovers the pit on the other side of the light before crossing over. If a character doesn't notice the pit, they fall into it.",
"{@b {@i Crystal Grove Entrance.}} The entrance to the Crystal Grove is only about a five-minute walk from the pit."
]
}
]
},
{
"type": "section",
"name": "The Crystal Grove",
"page": 32,
"entries": [
"The small tunnel leading into the Crystal Grove is 3 feet wide, 3 feet tall, 5 feet long, and 4 feet off the ground. When the characters enter the tunnel, read or paraphrase the following boxed text:",
{
"type": "insetReadaloud",
"entries": [
"Vibrating energy in this darkened cavern flows through the air, creating a gentle hum of growth that echoes across the walls. The hum builds to a loud groan, then almost a scream, a harrowing greeting. As the volume increases, clusters of white, pink, green, yellow, and blue crystals glow with bright light, forming a cohesive fabric of sparkling destiny that covers the ground's rolling mounds. Some crystals are just a bit more than a speck of dust, while others are as thick as trees with heights over eight feet tall."
]
},
"You can use the Crystal Grove map to run this encounter. The entrance to the cavern is on the east wall. The ceiling in this room is 15 feet high and the crystals provide bright light throughout the entire area."
]
},
{
"type": "section",
"name": "The Environment",
"page": 32,
"entries": [
"The largest crystal at the center of the chamber is a cloudy white color, and one side of it has been smashed open. The inside is hollow. A character who knows about cryads (see the \"What Changed the Caves?\" sidebar) knows that this enormous hollow crystal likely held one. The teens broke the crystal open, causing the changes to Summerset Caverns.",
"A {@spell detect magic} spell reveals that the crystals in this chamber radiate auras of necromancy magic. The four southern-most Medium crystals (see below) have mounds covered in tiny crystals beneath them.",
"A character who makes a successful DC 14 Intelligence (Investigation or Nature) check can tell that the mounds underneath the largest crystals are the sleeping bodies of the four missing teens (who are noncombatants). The crystals slowly drain the life of Ogin and Vold Reedsnip and Syrah and Poli Twell. A character who examines a crystal mound and wipes away the dust notices the teens beneath. When this happens, all the teens wake and speak in unison, urging the characters to flee.",
{
"type": "insetReadaloud",
"entries": [
"\"The children you know are gone—trapped, one with the crystal. We pay penance to Fawning's grove, make something beautiful out of our dying sacks. Go! Leave! Leave us to the crystal, or join its growth forever!\""
]
},
"The teens can't move on their own while covered in crystals. After the teens speak and while the cryad is alive, a character that touches a crystal-covered teen must succeed on a DC 14 Constitution saving throw or take 5 ({@damage 1d10}) necrotic damage as the crystals siphon some of their life energy.",
"A character who knows about cryads knows that destroying the cryad, a successful DC 14 Wisdom check with jeweler's or mason's tools made as an action, or a {@spell lesser restoration} spell or similar magic causes the crystals surrounding the teens to break, releasing the children from their magic and severing their connection to Fawning. Each teen weighs 500 pounds while covered in crystals, but is not attached to the floor and can be dragged out of the room by a creature with a Strength score of 17 or higher."
]
},
{
"type": "section",
"name": "The Cryad",
"page": 33,
"entries": [
"At the west end of the chamber, Fawning Summerset, a cryad, watches the area and feeds off the energy from her growing crystals. Her False Appearance trait allows her to remain undetected while motionless. When the characters interact with the mounds, she comes to life and attacks, fighting until destroyed.",
"Fawning stands just over eight feet tall and is composed of a fine crystal powder. When she springs to action, her face appears and limbs grow from her body. Her eyes shine in the light and appear clear like water.",
{
"type": "entries",
"name": "Engaging the Enemy",
"page": 32,
"entries": [
"Once the characters interact with the cryad's crystals, she attacks and can't be convinced to stop her advance until their bodies grow replacement crystals for those they disturbed. There is no way to peacefully resolve conflict with the cryad.",
"Fawning uses Blinding Light at the start of combat then charges into melee with two characters near one another, using Multiattack to target both, attempting to knock them {@condition prone}. She then uses her Fertilize lair action. Once she has some control of the battlefield, she deals as much damage as possible to the characters with more slam attacks and her Shake lair action. If the characters try to pin her down, she can use Crystal Stride to escape or cast spells to attack them at a distance."
]
},
{
"type": "entries",
"name": "Medium Crystals",
"page": 33,
"entries": [
"Fawning's Crystal Stride trait and Faerie Lights lair action refer to Medium or larger crystals in the grove. Any crystal on the Crystal Grove map that is large enough to take up at least 1 square counts as a Medium or larger crystal.",
"Each crystal has AC 17, 18 hit points, and immunity to poison and psychic damage. Destroying a crystal also deals 10 damage to Fawning. A character proficient in Arcana or Nature knows that destroying a cryad's larger crystals harms the cryad.",
{
"type": "inset",
"name": "She Won't Harm Teens",
"entries": [
"Fawning doesn't harm the teens with any of her actions. She sees their bodies are precious resources and chooses to keep them alive if she can."
]
}
]
}
]
},
{
"type": "section",
"name": "Escaping",
"page": 34,
"entries": [
"If the characters flee the encounter with Fawning, they can escape through the hole in the wall that they used to enter. There are no other exits in the cavern. Medium creatures can squeeze through it. Small and Tiny creatures can move through with no problem.",
"If the characters free the teenagers, they willingly follow any of the character's instructions. Fawning can peer and reach through the hole, but she is too large and is unable to pass through."
]
},
{
"type": "section",
"name": "Treasure",
"page": 34,
"entries": [
"The large crystal that held Fawning's form for so long has a staff of swarming insects, the druid's old staff, embedded in its still-standing walls. If the cryad dies, the crystals in the chamber immediately crumble to dust and reveal the staff."
]
},
{
"type": "section",
"name": "Conclusion",
"page": 34,
"entries": [
"If the characters free the teens and leave Fawning's chamber, Ogin and Vold shout in unison once the group is safely out of the Crystal Grove.",
{
"type": "insetReadaloud",
"entries": [
"\"Quick! There's another way out!\""
]
},
"Thanks to their connection to the cryad, the twins know of a nearby secret exit that is blocked by a rock, easily slid out of the way, revealing a path down to Pirn.",
"If the characters are unable to heal the teenagers and carry them from the cavern back to Prin, a healer in town restores the children. Once restored and safe, the children explain to the characters that they found the grove and broke open the crystal because they thought they saw a staff inside it!",
"If the teenagers are returned, their parents and the grateful townsfolk offer their thanks and promised rewards to the characters. If the characters refuse the reward from the parents, Waylon Bonesforth pays it instead.",
"The mayor holds a party in the characters' honor at the Brewmaster's Table and declares:",
{
"type": "insetReadaloud",
"entries": [
"\"Good night! The sight of these returned children brings joy to our hearts! What can we do to repay you? Will anything ever be sufficient for returning our kids to us?\""
]
},
"Everly Westmore offers the characters free rooms for life! Fern Woodsmith promises free drinks for life! The children also allow the characters to keep any of the equipment they found in the gorge (see \"Crossing the Gorge\"). If the characters also killed Fawning, Waylon gives them an extra reward of 250 gp each for \"saving the town's tourist industry.\"",
"If the characters leave Pirn, the mayor and the parents stand in the road and wave goodbye, the sun setting on the recent spelunkers, crystal dust billowing off their clothes.",
"If the characters return without the teenagers, the parents go into mourning for their lost children. They still pay the characters as promised, but there are no offers for free drinks and nights at the inn.",
"If the characters die facing Fawning, their bodies serve as fertilizer for more crystals."
]
},
{
"type": "section",
"name": "Advancement",
"page": 34,
"entries": [
"If the characters successfully complete this adventure, they earn 1,900 experience points each, which is half of what they need to advance to level 5."
]
}
]
}
],
"book": [
{
"id": "Ar6",
"name": "Arcadia Issue 6",
"source": "Ar6",
"coverUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/Cover.png",
"contents": [
{
"name": "The Grim Accord"
},
{
"name": "Armor Of Zevellon"
},
{
"name": "Keevial's Rage"
},
{
"name": "Spelunking!"
}
],
"published": "2021-07-01",
"group": "homebrew"
}
],
"bookData": [
{
"id": "Ar6",
"source": "Ar6",
"data": [
{
"type": "section",
"name": "The Grim Accord",
"page": 2,
"entries": [
{
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{
"type": "quote",
"entries": [
"They'd be as likely to cut your throat, put an arrow in your eye, or set your bed on fire while you slept in the night as look at you. But when it comes to finding twisted artifacts in the depths of the earth, there are few better."
],
"by": "Grim Accord Performance Report by Jaque Ironknife, 12th Mercenary Commander"
},
{
"type": "entries",
"name": "Introduction",
"page": 2,
"entries": [
"Not all adventurers are good. Not all seek the betterment of those who can't defend themselves from the dangers lurking in the shadows of the world. Some seek power—however they can get it. None who cross paths with the Grim Accord describe them as benevolent heroes out to help those in need. The members of the Accord seek the greatest powers in the world and destroy anything in their way to grasp them.",
"The Grim Accord is a ready-to-use evil adventuring band you can drop into your world. They can act as rival adventurers, useful NPCs, direct villains, or even sinister quest-givers. The Grim Accord may follow their own plans, quests, and goals in parallel or perpendicular to those of the characters until the two groups finally come crashing together. The characters may hear of the Accord long before they face them directly, as NPCs and enemies whisper of the sinister group throughout many adventures.",
"Four members make up the core of the Grim Accord, though the group is known to hire local brigands, spies, cult fanatics, murderers, and mercenaries to bolster their rank. These four members include the charismatic halfling Irae Firetouched, an elemental sorcerer who leads the band; Kryx Bloodgnash, the feared gnoll shapeshifter; Athlonia, the Moon's Eclipse, an elf knight of shadow; and the orc assassin Uldun of Parts Unknown.",
"This article includes descriptions and stat blocks for each member of the Grim Accord, tips for integrating them into your campaign, quests that bring them into the heroes' path, and a description of the corrupt adventuring band's mysterious headquarters.",
{
"type": "inset",
"name": "Also Known As",
"entries": [
"The infamous deeds of the Grim Accord have garnered them all manner of nicknames, including the Charnel Council, Vengeance of the Wilds, Feeders of Crows, the Scorched Earth, and Fire, Shadow, Blood, and Bone. The characters may hear one of these monikers the first time they learn about the group instead of their real name. The Accord is careful to share its official name only with those who need their services."
]
}
]
},
{
"type": "entries",
"name": "Members of the Grim Accord",
"page": 3,
"entries": [
"Each member of the Grim Accord came to the adventuring group chased by a dark past. Originally hunted as outlaws and murderers, the band rose into the role of mercenaries, hunters, and bodyguards for those willing to hire such an unscrupulous group. Each member brings their specialty to the band, including Irae's charisma and negotiation skills, Kryx's connection to the merciless natural world, Athlonia's harnessing of fey magic, and Uldun's fathomless patience for the deadly hunt.",
{
"type": "entries",
"name": "Irae Firetouched, Halfling sorcerer of flames",
"page": 3,
"entries": [
{
"type": "quote",
"entries": [
"I've seen few who navigate political and royal labyrinths as well as she does and none who are as comfortable in the wilds as she is. Cross her, though, and one best hope the true fire in her eyes isn't the last thing they see."
],
"by": "Journal entry of Lady Matilde Dawnrose, Seventh of the Line"
},
"{@b Nicknames: } Irae Ashbringer, the Scourge of Willowset, Spellstorm",
"Upon forming the Grim Accord, {@creature Irae Firetouched|Ar6|Irae} rose quickly as the group's spokeswoman and leader. Her charismatic wiles have brought the Accord far, taking them out of hiding and bringing them jobs from the most unlikely sources. The other members note the value of her silvery tongue and use it regularly for their advantage. It's never clear to the members of the Accord whether Irae uses them for her gain or if they use her to get what they desire. So far, at least, the relationship profits them all.",
"It is said that the blazing soul of the elemental prince of fire touched the halfling when she was a child. Irae's halfling family and village, Willowset, exiled her after her powers manifested in her teenage years and she inadvertently burned down a quarter of the village in a rage-filled inferno. Outcast for six years, she finally returned and finished the job. Willowset's remains still smolder around a pit of molten rock in the center of the village that never cooled. Some say the secret of Irae's power lies within the village's charred ruin. The elf sorcerer Klaroven of the Torch taught Irae to channel her powers, only to try to steal them from the young halfling and leave her a dried husk along with his other students. Irae turned his powers against him and now wears his screaming soul in an amulet around her neck.",
"The other members of the Accord found Irae nearly destroyed after her battle with Klaroven. The group soon discovered her ability not only for destructive power but for verbal manipulation. It was through Irae's leadership and negotiations that the Grim Accord went from mysterious bandits to profitable adventurers.",
"{@b Ideal: } \"Power exists for those able to grasp it and hold on.\"",
"{@b Bond: } \"My companions take me where I want to go and are easily steered by my words.\"",
"{@b Flaw: } \"Sometimes I just need to see things burn.\"",
"{@b {@u TACTICS}}",
"Irae rarely ambushes her quarry directly. Instead, she uses her words to deceive and disarm her opponents, cornering them into a vulnerable position before she and the Accord strike. If attacked, or if her manipulations fail, Irae's persona visibly changes as she lets her fiery blood move through her veins. Her eyes glow like embers. Her hair flows back, appearing like flame. And the world around her begins to burn.",
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{
"type": "entries",
"name": "Kryx Bloodgnash, Gnoll shapeshifter druid",
"page": 5,
"entries": [
{
"type": "quote",
"entries": [
"Every one hundred seasons, the Dark Wood chooses a vessel for its vengeance. Ware the one who walks in the Wood's name"
],
"by": "Phrase found in the tattered journals of the druid Kylak Ironroot",
"from": ""
},
"{@b Nicknames: }The Beast of the Dark Wood, Blood of the Underworld, Old Redfang",
"{@creature Kryx Bloodgnash|Ar6|Kryx} was raised by the Dark Wood. Cast out from his gnoll pack as a runt, Kryx wandered the Dark Wood, starving and scared. In a twisted grove of grasping trees dripping black liquid into a pool, an ancient presence embraced him, feeding him dead foliage and filling his veins with the oil of the land.",
"Able to transform into the twisted visage of a giant hyena, Kryx hunted freely in the woods that embraced him as a dark guardian. During these hunts, Krix met Athlonia in a grove surrounding a long-dead portal to the realm of the unseelie elves. The two saw their connection to the darker side of the natural world and bonded before joining the Grim Accord.",
"{@b Ideal: }\"From the depths of the earth we rise and to depths of the earth we return.\" ",
"{@b Bond: }\"I smile at the darkness held in the hearts of my friends.\"",
"{@b Flaw: }\"My hunger for blood and flesh sometimes outweighs the better judgment of my companions.\"",
"{@b {@u TACTICS}}",
"In his years traveling with the Grim Accord, Kryx learned to hold back his initial instinct to shift into his bestial form and tear his enemies limb from limb. Kryx begins combat with his powerful spells before shifting into his fearsome giant hyena form, charging in at spellcasters and less-armored foes.",
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{
"type": "entries",
"name": "Athlonia, the Moon's Eclipse, Elf knight of shadow",
"page": 7,
"entries": [
{
"type": "quote",
"entries": [
"A heart once beating with eternal love now lies black in her chest. Her spirit once walked in the light but now walks in the shadows."
],
"by": "Elven carving on the last remaining stone of the temple of the Gray Reaches",
"from": ""
},
"{@b Nicknames: }The Knight of the New Moon, the Shadow's Touch, the Sorrow",
"{@creature Athlonia, the Moon's Eclipse|Ar6|Athlonia} lives in the shadows of the world. When she fell in love with Kallis Redfall, the human king, she severed her connection with her elf family. As Kallis' wife and queen, she watched her soulmate and children die as age took them one by one until the entire kingdom turned to dust and bones. Athlonia soon found the world held nothing for her. As she walked in the shadowy ruins of the former elven court of the Gray Reaches, Athlonia discovered a hidden gateway to the dark world of the unseelie fey. The unseelie lords on the other side bonded with Athlonia, and she found herself embracing the very shadows in which she hid. Her heart became cold.",
"With new power and hardened soul, Athlonia turned to bounty hunting for money and sport. Caring nothing for their lives, she cut her quarry down with her black blade. Soon she found a like-minded soul in the gnoll shapeshifter Kryx. The duo hunted at the borders between civilization and the wilds until they found a new path illuminated by the fiery charisma of Irae Firetouched. Athlonia once wore a locket around her neck with a picture of her husband and children, dead for centuries. It is said she tore it from her neck and threw it into the deep woods of the Gray Reaches, hoping to forget the life she once had. She failed to forget, however, and she secretly yearns for its return.",
"{@b Ideal: }\"A quick death from the shadow's heart is the best you can hope for in this world.\"",
"{@b Bond: }\"I travel with the most unexpected companions who share my nihilistic view of the world.\"",
"{@b Flaw: }\"A spark of love and loss still resides in my cold heart.\"",
"{@b {@u TACTICS}}",
"Althonia is the front line of the Accord, standing silently at the Irae's side, her grim visage a contrast to Irae's blazing personality. Althonia uses her ability to step through the shadows to block those who would threaten Irae. When pressed, the knight surrounds herself with the shadowy power of the unseelie fey.",
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"name": "Uldun of Parts Unknown, Orc assassin",
"page": 9,
"entries": [
{
"type": "quote",
"entries": [
"That one standing there? One time I heard he spent a night in thick brambles, thorns piercing his skin, holding back his arrow until just the right time. At the changing of the guard, his arrow pierced through the wall of a tent and killed the commander sleeping inside. He aimed by a snore alone."
],
"by": "A statement overheard among soldiers at Uldun's second failed execution",
"from": ""
},
"{@b Nicknames: }The Crownhunter, the Silent Death, Vengeance of the Mountain",
"{@creature Uldun of Parts Unknown|Ar6|Uldun} hunts the hunters. For three decades, Uldun watched Clormond Titanson's legions push orcs of the Pale Moon back into the mountain caves and hunt his kin as monsters. He watched orc warlords send his brothers and sisters into pointless battles and get slaughtered by the hundreds. As a young warrior, Uldun found a like mind in the fabled human mercenary Angus Threefingers. Once an orc hunter himself, Angus saw that orcs were no different than anyone else in the world—a people with their own culture and right for survival. Angus and Uldun became friends, and together they assassinated those who put orcs under the knife. They got very good at it.",
"Old age and a love of drink took Angus, but Uldun continued on. Uldun assassinated the officers and royalty who sent soldiers into battle against orcs. More officers and nobles died under Uldun's arrows than all who fell under their cruelty and violence put together.",
"Uldun's understudy, an orc hunter named Barash Longtooth, betrayed Uldun to a local lord who sent the orc assassin for public execution. Noting his deadly skills, Athlonia and Kryx liberated him and brought him to their cause. His talents, they explained, were too valuable to end on the blade of an executioner's axe. Later, Irae showed her value to Uldun by bribing and blackmailing those who continued to hunt him. Those who do business with the Grim Accord mostly ignore Uldun's grim past, though veterans of the imperial wars remember the hundreds who fell under his arrows.",
"{@b Ideal: }\"I hunt those who have grown fat on the lives of others.\"",
"{@b Bond: }\"Saved from an executioner's axe, I have found a bond with the Accord.\"",
"{@b Flaw: }\"Sometimes, when the tip of my arrow aims at corrupt nobility, I cannot help but let it fly.\"",
"{@b {@u TACTICS}}",
"Uldun is almost always unseen and speaks little. He possesses an unnatural ability to blend into the background. Uldun fights at range, hammering the most dangerous of his enemies with deadly arrows and repositioning himself between each shot. Though he prefers his longbow, his twin shortswords can be likewise lethal if he finds himself cornered.",
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{
"type": "entries",
"name": "Group Tactics of the Grim Accord",
"page": 11,
"entries": [
"The Grim Accord have spent years working together. Although their motives are far from altruistic, they fight together like wolves born to the same litter. It's extremely hard to catch the Grim Accord unaware. Uldun is as masterful a defensive huntsman as he is an assassin. When he detects someone hunting the Accord, he informs his allies and tracks the trackers. When enemies catch up to the Grim Accord, they often see only two of the four members of the Accord, who are not as unaware as they appear.",
"If given the chance, Irae casts greater invisibility before the battle begins and hammers slower-moving targets with quickened fireballs and fire bolts. She uses misty step to change positions if she gets pinned down. Kryx uses his hyena form for defensive mobility, moving to advantageous positions then reverting to his humanoid form to cast spells like heat metal on heavily armored opponents, blight on lightly armored foes, or call lightning on groups. Athlonia uses her Defensive Shadowstep to defend allies pinned down by enemies. Using this reaction, she can often defend two allies separated across the battlefield. Uldun stays out of sight, using his Cunning Action to hide and hitting defensive spellcasters with longbow attacks.",
"When on the offensive, the Grim Accord doesn't play fair. Rather than attack the characters directly, the Accord attacks a location their enemies love, often setting it on fire regardless of innocents. They use the same innocents to draw their enemies into Uldun's deadly aim and Kryx's devastating spells."
]
},
{
"type": "entries",
"name": "Integrating the Grim Accord into Your Campaign",
"page": 11,
"entries": [
"The Grim Accord can serve as sinister NPCs the characters meet during quests, adventuring rivals who compete with the characters to complete goals or obtain items, or as direct antagonists to the characters, such as mercenaries hired by your campaign's archvillain. You can also present the members as individual NPCs rather than as a group.",
"The members of the Grim Accord are yours to use however they best fit your game. Characters of 7th or 8th level would likely find the Grim Accord challenging in combat. Below 7th level, the Grim Accord could be deadly. Above 8th level, consider adding other mercenaries such as knights, mages, priests, or veterans. Individually, each member of the Grim Accord would be challenging for four 3rd-level characters.",
"The Accord is probably most interesting as rival adventurers. The characters may learn of the Accord through rumors and whispers, each member identified with one of their sinister nicknames. The characters might meet Irae in a royal court, a ball, dinner party, or a gala. Met in nonhostile environments, the characters have a chance to size her up and learn about the other members.",
"You can tie members of the Grim Accord to the backgrounds of the characters. Perhaps Uldun assassinated one character's family members. Another could have an ancient family connection that goes back to Athlonia before she turned to the way of shadow.",
"For the greatest effect, introduce the Grim Accord into your campaign before any combat or confrontation. The characters should know of the Accord, their history, and their exploits before they face each other in a climactic battle."
]
},
{
"type": "entries",
"name": "Villainous Quests and Adventure Hooks",
"page": 12,
"entries": [
"The following three quests and adventure hooks can draw the Grim Accord into your campaign. Modify these quests to suit your needs.",
{
"type": "entries",
"name": "The Keys to Doomshade",
"page": 12,
"entries": [
"The door to the Doomshade vault was lost for thousands of years until a group of sages from the Whitetorch Academy rediscovered it. Only two maps to the door remain after the bloodshed that followed, one that falls into the hands of the characters and one that falls in the Grim Accord's. Opening the vault door requires three keys, and a total of five such keys lie hidden in ancient crypts, forgotten towers, and dead cities guarded by undead horrors. Both the characters and the Accord seek to be the first to acquire three keys and either open the vault or ensure it remains forever closed.",
"As the characters hunt for one key, the Grim Accord may hunt for another. Soon their paths cross until only one group can hold the final key."
]
},
{
"type": "entries",
"name": "Protecting the Hunted",
"page": 12,
"entries": [
"Farnek Hobknobber, the halfling adventurer, has a price on his head. His business partner, Yoven Treetromper, stole an amulet belonging to Lord Jovendel Ironstag and his family for ten generations and left Farnek in the crosshairs. Rumors say the amulet is the only object able to open the doors of the lost city of Garion and reveal the ancient and powerful artifacts built by the city's founders.",
"Blaming Farnek for the theft, Lord Jovendel hired the Grim Accord to hunt down the halfling and find the amulet by any means necessary. Farnek hires the characters to protect him from the Accord and find Yoven and the amulet. The elusive Yoven leads them all on a chase across the land to the ruins of Garion. Throughout the adventure, the characters choose the best path to find Yoven and avoid the Grim Accord until they can hope to face them and win at the sealed doors of Garion the Sapphire City."
]
},
{
"type": "entries",
"name": "The Dogs of War",
"page": 12,
"entries": [
"War has raged between the Faigon empire and the Voth city-states for five years. The half-orc general Ikonn Ironmaw hires the characters for a series of missions to destabilize the Voth. Little do the characters know that Avende the Blue Star, elven general of the Voth, hired the Grim Accord to do likewise to Faigon. As the characters engage in missions of sabotage, defense, assassination, rescue, espionage, negotiation, and diplomacy, they find signs of the Grim Accord, until the two groups finally come faceto-face on the battlefield. The confrontation may end in bloodshed, but perhaps the characters can convince the Accord to turn against the Voth and end the war."
]
}
]
},
{
"type": "entries",
"name": "Stormborn Tower, Lair of the Grim Accord",
"page": 12,
"entries": [
"These villainous adventures have their own headquarters, a lair known as Stormborn Tower. This location can serve as an adventuring location should the characters approach the Grim Accord on their turf. The characters may travel here to spy on the Grim Accord, do battle with the adventuring band, steal something the Accord possesses, or visit the members of the Grim Accord as quest NPCs.",
"Stormborn Tower sits at the edge of civilization and the wilds—exactly where the Accord likes it. Once the lair of Zhakius Stormborn, a wizard who took power from the perpetual storms surrounding the tower, the Grim Accord seized it as a legitimate salvage for defeating the mage and the storm-infused warriors that served him. A ceaseless storm cloud surrounds the rocky hilltop where the tower sits, and rumors persist of a powerful arcane machine in the lair's uppermost reaches that draws energy from the storm above. If the Grim Accord has made use of this strange machine, none know of it.",
"The Grim Accord repurposed many of the tower's chambers, each member building out their portion to suit their desires.",
"The tower sits atop a deep catacomb beneath its rocky hill, the origins of which predate the building's construction. Multiple layers of primeval tombs, vaults, and ossuaries lead into the earth. Even the Accord hasn't fully explored the depths. Perhaps they fear the horrors lurking in the unhallowed halls and guarding the secret paths leading into the tower's lower levels."
]
},
{
"type": "entries",
"name": "Grim Accord NPC Realm",
"page": 13,
"entries": [
"Though the Grim Accord mainly consists of the four NPCs described in this article, they expand their ranks and hire other mercenaries when the job calls for it. The group keeps some of these other ruffians on retainer, creating a mercenary band that fights larger battles for clients. If you are using the rules in Kingdoms & Warfare, you can make the Grim Accord an NPC realm with the following statistics.",
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"type": "entries",
"name": "Grim Accord",
"page": 13,
"entries": [
"{@i Adventuring party (mercenary company)}",
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"As the leader of the Grim Accord, Irae Firetouched gains the following title.",
"{@b {@i Magus Protector.}} When a creature within 15 feet of Irae is hit with an attack or targeted by a magic missile spell, she can use her reaction to cast the {@spell shield} spell using a spell slot of 1st-level or higher. The {@spell shield} spell affects the creature instead of Irae.",
"Additionally, during a short or long rest, Irae can bolster herself or another creature's defenses with magic. The target gains 10 temporary hit points."
]
},
{
"type": "entries",
"name": "Powers",
"page": 13,
"entries": [
"All officers of the Grim Accord get the following organization powers.",
"{@b {@i Evil Friends Forever.}} When a creature within 5 feet of a Grim Accord officer is targeted with an attack, the officer can use a reaction to take a power die from their pool and become the target of the attack instead. The officer adds the number on the power die to their AC against the attack.",
"{@b {@i Fighting Dirty.}} Before a Grim Accord officer makes a weapon or spell attack, they can use a bonus action to target one of their opponent's vulnerable spots, making for a more challenging attack but dealing more damage. The officer takes a power die from their domain's pool and subtracts the number on the die from their attack roll. If the attack hits, it deals extra damage equal to 5 times the number on the power die."
]
},
{
"type": "entries",
"name": "Features",
"page": 13,
"entries": [
"{@b {@i Break Their Spirit (1/Intrigue).}} As a domain bonus action, a Grim Accord officer can make an Operations test against an opposed domain's Resolve. On a success, the target domain's Resolve level decreases by 1, and the Grim Accord's Resolve level increases by 1.",
"{@b {@i Can We Get a Raise?}} As a domain action, a Grim Accord officer can make a DC 14 Operations test. On a success, the officer chooses one of the following benefits:",
{
"type": "list",
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"Until the end of the next battle, each Grim Accord officer has a +1 bonus to weapon attack and damage rolls. (The GM can rule that this bonus ends if it takes too long for the next battle to happen.)",
"The next time the Grim Accord musters a cavalry or artillery unit, they can also muster an additional infantry unit.",
"Each infantry unit the Grim Accord musters from now until the start of the next battle has its experience increased one level."
]
},
"The Grim Accord can use this feature multiple times during an intrigue, but must pick a different benefit each time. The DC increases by 2 for each successive use.",
"{@b {@i Vengeance (Special Unit).}} A Grim Accord officer can make a DC 14 Operations test as a domain action. On a success, the Grim Accord musters Vengeance, a special unit of merciless warriors.",
"{@b {@i Survive Till Payday.}} If the Grim Accord's Resolve level is 2 or higher at the start of a battle, each unit they control has advantage on Power tests to resist battle magic during that battle."
]
},
{
"type": "entries",
"name": "New Warfare Unit Traits",
"page": 13,
"entries": [
"The Vengeance special unit has the following traits:",
"{@b {@i By Any Means Necessary.}} As a reaction to this unit failing an Attack or Power test, it can suffer 1 casualty and succeed on that test instead.",
"{@b {@i An Everchanging Band of Misfits.}} When this unit is deployed, choose either Adaptable, Eternal, Relentless, Stalwart, or Warbred. This unit gains that trait until the end of battle.",
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"type": "section",
"name": "Armor Of Zevellon",
"page": 14,
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"type": "quote",
"entries": [
"With every moment a person grows older, the more fully they understand how little they know. The more they see that existence is just chaos. And I have lived eons."
],
"by": "Zevellon, the Crimson Scorn",
"from": ""
},
"The Armor of Zevellon is a set of four magic items that make up a suit of deep red armor. The demigod Zevellon placed his essence into the pieces of armor to cheat death, similar to the way a lich conceals its soul in an object. When the pieces are worn together, Zevellon possesses the wearer, turning them into his avatar.",
"But Zevellon's story began long ago, when the young elf was adopted and raised by humans. Years passed, and Zevellon's family and friends died while he was still in his early life. A few passed suddenly in accidents or battles, most were claimed by old age as time inevitably marched on. The unstoppable force withered all mortals, even long-lived elves like Zevellon. He concluded that death rendered life meaningless. All existence was chaos...unless one could cheat death. There was the answer—immortality was all he needed to bring an end to his fears and give his existence true purpose.",
"Obsessed with achieving godhood to beat death, Zevellon traveled across the planes, uncovering ancient rituals to fill his body with divine magic. After displaying the gifts of heightened strength and intelligence he could bestow upon others, warriors and mages came to worship at the feet of the self-declared Crimson Scorn, Demigod of Chaos. These warlocks pledged their fealty and received a piece of the Crimson Scorn's power in exchange. Of course, Zevellon never shared all his gifts with his vassals—just enough to tempt them.",
"Zevellon's greatest secret lies within his armor, which contains his very soul. Over the centuries Zevellon lived, he infused his essence bit by bit into the suit. The Crimson Scorn bound the pieces to each other so that, when worn together, the armor would amplify his might.",
"Moments before the great paladin Emilia Draeshade thrust her sword into Zevellon's heart, he transferred his life force into the armor. Servants of the Crimson Scorn carried the armor's pieces to different places, hiding them in deep dungeons, and waited for a host worthy of Zevellon. The demigod's essence disguises the armor to look like holy relics until all are worn together, at which point they will return to their true, gloriously red sheen.",
{
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"The Armor of Zevellon is composed of four pieces, each implanted with the magic and lifeforce of the demigod himself. The armor consists of gauntlets, a helmet, the body, and boots. An illusion makes the armor look like silvery holy relics, but truesight and similar abilities that can pierce illusion magic reveal the suit's fiery red appearance.",
"The first time you attune to a piece of the armor, you gain the following flaw, \"I must seek out the other pieces of this armor at all cost.\" While you are attuned to and wearing at least one piece of the armor, you gain a +1 bonus to AC for each piece you wear.",
"All pieces of the armor count as a single item for the purposes of your magic item attunement limit. Once you attune to any piece of the armor, it can't be removed and you can't unattune from it unless you die or the {@spell wish} spell is cast to remove it.",
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"{@item Zevellon's Gaze|Ar6}",
"{@item Zevellon's Scourge|Ar6}",
"{@item Zevellon's Steps|Ar6}",
"{@item Zevellon's Grasp|Ar6}"
]
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{
"type": "inset",
"name": "That's a Lot of Items",
"entries": [
"If you introduce the Armor of Zevellon into your game, there is a good chance that one character winds up wearing every item in the set. If this character finds several of the pieces quickly, their power will be unmatched by any other in the party. For some groups, this is fine, but many players may feel that their own characters are underpowered and overshadowed by their friend in the sweet new armor. If you put a few levels of adventuring between each piece of armor and ensure that plenty of other cool magic items go to the other characters, you'll avoid the issue of one character suddenly becoming the star of the show. You'll also better equip the heroes for when their friend becomes possessed by Zevellon and inevitably turns on them."
]
}
]
},
{
"type": "entries",
"name": "Completing the Armor of Zevellon",
"page": 17,
"entries": [
{
"type": "quote",
"entries": [
"I am finally returned by a worthy warrior. Let us roil chaos together. I can give you great gifts. All I need from you is a promise. Swear to me that your body is mine when you die. Do so, and for the rest of your mortal life, I shall make you a god. Pledge unto me your corpse. You won't be using it anyway."
],
"by": "",
"from": ""
},
"When you are attuned to and wearing all the pieces of the armor, Zevellon's spirit revives. He asks to inhabit your body when you die and, in the meantime, to take a piece of your lifeforce in exchange for wielding his power:",
{
"type": "list",
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"If you agree to allow Zevellon to inhabit your body after your death, your hit point maximum is reduced by 20 and you can wield Zevellon's power (see below). If you die while attuned to the armor, your body returns to life, but Zevellon's soul, and not yours, inhabits the form.",
"If you deny Zevellon, you must make a DC 25 Wisdom saving throw. On a success, Zevellon is temporarily subdued but makes the offer again in 1 week. After three successful saving throws to resist Zevellon, Zevellon gives up asking you. On a failed save, Zevellon gains control of your body. You are {@condition incapacitated} but remain aware. Zevellon uses your statistics, except he has 20 Intelligence, 20 Wisdom, and 24 Charisma, and he can access your knowledge, class features, and proficiencies. This possession lasts for as long as you remain attuned to the armor."
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"While you wield Zevellon's power and you are wearing and attuned to the full suit of the Armor of Zevellon, you gain the following benefits: ",
{
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"You have advantage on saving throws",
"You are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks.",
"When a creature hits you with a melee attack, you can use your reaction to make an attack roll with a +10 bonus against the attacker using the tendrils of Zevellon's Scourge. You can perform this reaction whether the tendrils are activated or not, and doing so doesn't activate the tendrils. On a hit, the attacker takes {@damage 4d10} necrotic damage and is {@condition restrained} until the end of its next turn. You can't use this benefit again until you complete a long rest.",
"As an action, you can shout and emit a wave of negative energy from the armor. Each creature of your choice within 10 feet of you that can hear you must make a DC 18 Wisdom saving throw. On a failed save, the creature magically begins to turn to stone and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic. You can't use this benefit again until you complete a long rest."
]
},
"If Zevellon possesses your body, he gains access to the same benefits.",
"In addition, if your body dies while possessed by Zevellon or if Zevellon returns to life in your body and is then killed, his soul retreats back into the pieces of armor. If the armor is permanently destroyed (see \"Destroying the Armor,\" below), Zevellon dies and his soul can't be returned to life."
]
},
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"Individual pieces of armor can't be destroyed, but when the armor is united and Zevellon is resurrected by inhabiting the wearer's corpse, the whole suit becomes vulnerable. {@footnote While Zevellon lives again, a single piece of his armor can be destroyed if it is targeted with a disintegrate spell.|Disintegrate normally doesn't destroy magic items, but that's why Zevellon made this his armor's weakness. Any spellcaster who knows their craft wouldn't bother wasting a 6th-level spell slot trying to destroy a magic item.} If a single piece of armor is destroyed, it reforms on Zevellon's body {@dice 1d10} days later. If all the pieces of armor are destroyed before a single piece can reform, the suit never reforms.",
{
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"If a character winds up suddenly possessed by Zevellon, that player may feel betrayed and cheated. While those are appropriate emotions for a character in the situation to have, it's not fun for a player to feel that way. When the characters first find pieces of the armor, you may want to bring a player aside and ask them how they feel about their character becoming a villain. If the player likes the idea, you can have them play the part of Zevellon when the moment is right and turn against their friends. If the player hates the idea, the characters can find books or an NPC that can tell them more about the items. Now the quest isn't to find more pieces of the armor, but to find a way to unattune to the armor, or even attune someone else to the magic armor so it can be destroyed.",
"Likewise, you can hint to a character that the armor is evil before they assemble all its pieces by having it send telepathic messages to them. If you use this approach, the armor plays the part of a pious magic item most of the time, but it does occasionally try to push the character toward more nefarious action, which is a good sign that it's not what it seems."
]
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"This short adventure for five 6th-level characters serves as the characters' introduction to the Armor of Zevellon. Gavadon the Gallant, a priest of the forge god Vukaryion, owns one piece of the Armor of Zevellon of your choice (see \"Armor Piece,\" below). He seeks another piece that is guarded by the devil Keevial. The devil is a servant of Zevellon bound to the Mundane World and sworn to protect a piece of the armor until someone presents him with a worthy sacrifice. The priest plans to lure the characters to Keevial as a trade for the devil's piece of armor.",
{
"type": "entries",
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"entries": [
"The characters meet Gavadon (lawful evil, human priest) as they pass through a town or out on the road. When the characters first meet Gavadon, read or paraphrase the following:",
{
"type": "inset",
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"A human man wearing simple priest's robes walks with a happy skip toward you. He flashes a smile, saying, \"Excuse me! You look like the sort of folks who might have time to help a priest beat the devil.\""
]
},
{
"type": "entries",
"name": "Devil of a Problem",
"page": 19,
"entries": [
"Gavadon, known to locals as Gavadon the Gallant, introduces himself as a servant of Vukaryion, god of the forge and smithing. He tells the characters that an NPC they know and trust told the priest to seek them out for help with a problem—which is technically true! Gavadon asked around to find heroic adventurers worthy of a sacrifice to Keevial.",
"The priest claims that Keevial, a powerful devil, stole a destructive relic from the church of Vukaryion. To make matters worse, Keevial constantly sends undead to attack the priest and steal another holy relic Gavadon carries. Gavadon begs the characters to help him stop Keevial and get back the stolen item, promising to reward them with a custom magical item from his forge. \"I am a cleric of the forge after all!\" This is a lie. Gavadon doesn't plan on rewarding the characters. He plans on them dying.",
"Gavadon tracked Keevial to a cave that surges with magical energy from a bursting ley line and promises to lead the characters there. If the characters agree to help, the priest takes them to the cave, which is about ten miles away. Gavadon leads the characters with a magical sensor that looks like a compass. The {@spell detect magic} spell reveals that the sensor radiates divination magic. While on the same plane of existence as one or more pieces of the Armor of Zevellon, the sensor points in the direction of the closest piece not currently worn by the creature holding it."
]
},
{
"type": "entries",
"name": "Armor Piece",
"page": 19,
"entries": [
"{@footnote When he meets the party initially, he wears a single piece of the Armor of Zevellon chosen or rolled on the Armor Pieces table below.|Might we suggest Zevellon's Steps? These teleporting booties pair well with a priest who tries to avoid combat and plays the part of a coward.}",
"If asked about the armor, Gavadon claims that the piece he wears is part of a set graced by Vukaryion. He also mentions that the piece Keevial stole belongs to the same collection. Gavadon makes casual conversation during the journey to the cave.",
{
"type": "table",
"caption": "Armor Pieces",
"colLabels": [
"d4",
"Armor Piece"
],
"colStyles": [
"col-3 text-",
"col-9 text- "
],
"rows": [
[
"1",
"{@item Zevellon's Gaze|Ar6}"
],
[
"2",
"{@item Zevellon's Scourge|Ar6}"
],
[
"3",
"{@item Zevellon's Grasp|Ar6}"
],
[
"4",
"{@item Zevellon's Steps|Ar6}"
]
]
}
]
},
{
"type": "entries",
"name": "Traveling with Gavadon",
"page": 19,
"entries": [
"Gavadon speaks in a calm tone and has a good sense of humor, even cracking the occasional bawdy joke. If there is a cleric or paladin in the party, he asks them directly how it feels to serve their deity. His interest in their response is genuine, for Keevial prefers to devour the devout.",
"A character who succeeds on a DC 17 Wisdom (Insight) check knows that Gavadon isn't being entirely honest with the characters about the dangers they face in the cave. During combat, Gavadon takes the Dodge action and tries to keep out of harm's way. If an injured character asks for his help, the priest casts the cure wounds spell.",
{
"type": "inset",
"name": "Vukaryion in Your World",
"entries": [
"You can replace Vukaryion with any god of crafting, the forge, or smithing in your world.",
"Optionally, in a world with more deities than the players can track, Vukaryion could be a god that Gavadon invented. A successful DC 18 (Intelligence) Religion check reveals that Vukaryion isn't a god mentioned in any popular religious texts. If confronted about this, Gavadon admits Vukaryion isn't actually a god yet but a powerful entity whose voice the priest sometimes hears. The cleric hopes that restoring all the relics of this deity will cause Vukaryion to ascend. This is true, and Vukaryion is simply an alias for Zevellon.",
"Or Vukaryion could also be a god that Zevellon killed. A character who succeeds on a DC 22 In telligence (History or Religion) check has read stories that describe the battle. If this information is revealed to Gavadon, the priest gives a sullen nod and says, \"My hope is that I can bring him back.\" Of course, Gavadon means Zevellon here and not Vukaryion."
]
}
]
}
]
},
{
"type": "entries",
"name": "Blood Skeletons",
"page": 20,
"entries": [
"On the way to the cave, five blood-red horned devil skeletons (use the minotaur skeleton stat blocks) rise from the ground and circle the characters as four blood-red bearded devil skeletons (use the skeleton stat block) come out of the shadows and draw shortbows. The horned devil skeletons engage the characters in melee as the bearded devil skeletons use their bows to attack at range. The skeletons fight until destroyed.",
{
"type": "entries",
"name": "Chaos Brands",
"page": 20,
"entries": [
"When a skeleton hits a character with an attack, the character must make a DC 18 Wisdom saving throw. On a failure, a red tattoo shaped like a skull with a snake through the eyes appears on the character's body. At your discretion, these brands might appear under clothing and not initially be obvious to the characters. A {@spell detect magic} spell reveals that the tattoos radiate conjuration magic. Attempting to dispel the tattoos with dispel magic causes the brands to release a psychic pulse. The caster takes 11 ({@damage 2d10}) psychic damage and the spell fails. A remove curse spell, however, does remove the brand.",
"A character who succeeds on a DC 20 Intelligence (Religion) check knows the symbol is one used by Zevellon, an ancient and dead demigod of chaos and magic."
]
},
{
"type": "entries",
"name": "Gavadon's Reaction",
"page": 20,
"entries": [
"When the skeletons appear, Gavadon cries out, \"Oh no! Not again!\" During the fight he moans, \"When will these accursed things stop hunting me?\" as he cowers in fear. If asked, the priest says that the skeletons are servants of Keevial attempting to steal his piece of the armor. A successful DC 17 Wisdom (Insight) check reveals that Gavadon isn't being honest with the characters. He animated the skeletons himself days ago using a special ritual created by Zevellon and set this trap to sell the deception that Keevial is after him."
]
},
{
"type": "inset",
"name": "Gavadon Gone",
"entries": [
"If the characters refuse to trust Gavadon, the priest lashes out and attacks. He carries a yellow diamond elemental gem that he breaks to conjure an earth elemental. Even with this ally, Gavadon is likely no match for the characters, but given that they know his plan and his desperation to get the next piece of armor, he tries to kill them so they can't stop him or ask more questions. He fights to the death.",
"When Gavadon dies, the characters can take his piece of the Armor of Zevellon and his magic sensor that points the way to the next closest piece of armor. A character who attunes to the armor gains the flaw described above, which makes them want to seek more pieces of armor, which could lead them to Keevial's cave. If Gavadon is dead when the characters enter the cave, ignore the boxed text in \"Into the Fire\" and simply have Keevial awake and attack the characters, shouting they are not worthy of Zevellon's prize."
]
}
]
},
{
"type": "entries",
"name": "Into the Fire",
"page": 21,
"entries": [
"The cave looks normal from the outside, but a {@spell detect magic} spell reveals that its entrance emanates an aura of conjuration magic. When the characters step into the cave, they are transported into a hellish pocket dimension. This demiplane is a cave with a 60-foot radius and a ceiling that is 20 feet high.",
{
"type": "insetReadaloud",
"name": "",
"entries": [
"Smoke and ash fill the air with a toxic scent. The obsidian rocks that form the walls, ceiling, and floor of the cave are riddled with cracks that glow with crimson light. It didn't look like this from the outside.",
"At the center of the circular cavern, a blood-red sphere of energy hums, surrounding a sleeping chain devil that hovers in midair.",
"Four barbed iron chains hang from the ceiling and coil on the floor of the cave.",
"Gavadon whispers, \"What's the plan? That's Keevial, but I don't see the relic.\""
]
},
"The sphere around Keevial, a chain devil, has the same properties as one created by the resilient sphere spell. The ceiling in this chamber is 20 feet high.",
{
"type": "entries",
"name": "Sacrifice Accepted",
"page": 21,
"entries": [
"After the characters have a moment to investigate the chamber and their surroundings, Keevial opens his eyes and a wave of crimson emanates from the sphere of energy around him. Each creature in the cave that is not a fiend must succeed on a DC 15 Constitution saving throw or become cursed for 10 minutes as the negative energy of the Lower Planes seeps into its body. A creature with a Chaos Brand tattoo (see \"Chaos Brands,\" above) has disadvantage on the saving throw. While cursed, the creature makes attack rolls and saving throws with disadvantage. If a creature has the red tattoo and also fails the save, it gains a level of {@condition exhaustion} as well. A {@spell remove curse} spell or similar magic can remove the curse, but not the {@condition exhaustion} (which must be restored through rest or a {@spell greater restoration} spell or similar magic). Any creature attuned to a piece of the Armor of Zevellon is immune to this effect.",
"If Gavadon is still with the characters, read or paraphrase the following boxed text. Otherwise, the devil immediately dispels the sphere and attacks (see \"Combat,\" below).",
{
"type": "insetReadaloud",
"entries": [
"The devil covered in chains stares out from the sphere as Gavadon kneels before him. With glowing eyes, Keevial speaks in three discordant voices at once, saying, \"Your offering. I find it acceptable.\" Gavadon smiles. \"Zevellon will be pleased.\""
]
},
"A new piece of the Armor of Zevellon (chosen or rolled on the Armor Pieces table above) appears on Gavadon's body. As he stands, both pieces of armor momentarily reveal their true form and then, with a thought, Keevial dismisses the priest from the pocket dimension.",
{
"type": "insetReadaloud",
"name": "",
"entries": [
"As Gavadon disappears, Keevial snears. \"Pathetic. That priest is not truly worthy of Zevellon's prize! But I will enjoy this sacrifice all the same. None shall claim the demigod's armor while I walk this world.\""
]
},
"{@b {@i Combat.}} Keevial dispels the sphere as two bearded devils appear at his side. The same piece of the Armor of Zevellon he appeared to have given to Gavadon appears on his form.3 This is the true piece of the armor. Gavadon has a fake.",
"The fiends attack the characters. The chains on the ceiling start combat already under the effects of Keevial's Animate Chains action. Each chain is 200 feet long. The bearded devils stay close to the chain devil and defend him from close melee attacks, while Keevil uses his chains to attack from a distance, using the features of his piece of the Armor of Zevellon as often as he can. The devils fight the characters until destroyed.",
"{@b {@i Keevial's Lair Actions.}} On initiative count 20 (losing initiative ties), Keevial takes a lair action to cause one of the following effects; Keevial can't use the same effect two rounds in a row.",
{
"type": "list",
"items": [
"Each devil can teleport 30 feet to an unoccupied space it can see. After teleporting, Keevial unleashes a wave of red energy from his body that washes over all creatures in the cave. Each creature in the area that isn't a devil must make a DC 15 Strength saving throw or fall {@condition prone}. Creatures with Chaos Brands have disadvantage on the saving throw.",
"A 10-foot-radius column of black fire erupts from the ground at a point Keevial can see. Each creature in the area must make a DC 15 Dexterity saving throw, taking 11 ({@damage 2d10}) fire damage and becoming {@condition blinded} until initiative count 20 of the following round on a failed save, or taking only half as much damage without becoming {@condition blinded} on a successful one.",
"Keevial's chains whip through the chamber. Four creatures of Keevial's choice must make a DC 15 Strength saving throw. On a failure, the creature takes 11 ({@damage 2d6 + 4}) slashing damage and is moved to an unoccupied space of Keevial's choice that the devil can see within the cave. The creature can't be moved vertically using this lair action."
]
},
"{@b {@i Killing Keevial.}} When Keevial is destroyed, his form melts away, and the characters can claim his piece of the armor. Any characters with red tattoos find that the marks disappear after the devil is destroyed.",
{
"type": "inset",
"name": "He's Dying Too Quickly",
"entries": [
"If the characters easily dispatch Keevial within 2 rounds of combat, you can institute this change to make the combat more challenging. As the devil falls, he shrieks a prayer for help to Zevellon. A white-hot fire surrounds Keevial, burning the flesh from his bones. Keevial rises from the fire, rejuvenated as a bone devil with his hit points restored—and the battle begins anew."
]
}
]
}
]
},
{
"type": "entries",
"name": "Continuing the Adventure",
"page": 22,
"entries": [
"It is up to the characters to decide what to do with the piece of the Armor of Zevellon. They might wield it themselves, research the demigod, look for more pieces, or—if Gavadon survived—try to hunt down the priest for answers and revenge. If they don't search for Gavadon, he comes looking for their piece of the armor soon enough. Only this time he's stronger, nastier, and has aid from other cultists of Zevellon."
]
}
]
},
{
"type": "section",
"name": "Spelunking!",
"page": 23,
"entries": [
{
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"{@i In the woodland town of Pirn, the residents and travelers enjoy spelunking in the local Summerset Caverns. Word spread quickly of the newly discovered Crystal Grove, a cavern of beautiful crystals—some even the size of a dragon's head! But a group of teenage spelunkers hasn't returned from an expedition to the cavern, and their parents worry something nefarious is afoot.}",
"Spelunking! is an adventure designed for four to five 4th-level characters. The characters spelunk, or explore, the local caverns looking for the Crystal Grove. However, the grove is protected by a cryad, a magical creature composed of crystal dust who harvests the crystals that grow from bodies.",
{
"type": "entries",
"name": "Adventure Summary",
"page": 23,
"entries": [
"Throughout this adventure, characters investigate the disappearance of four teenagers and deal with an ancient druidic foe deep in the Crystal Grove.",
{
"type": "list",
"items": [
"The characters arrive in Pirn, learn of the missing teenagers, and hear rumors of a druid named Fawning Summerset.",
"The characters spelunk the Summerset Caverns to find the teenagers, facing threats and twisting tunnels in their descent to the Crystal Grove.",
"The characters face Fawning Summerset, a dangerous cryad, to save the teenagers and prevent Fawning from stealing their lives for her crystal haven."
]
}
]
},
{
"type": "entries",
"name": "Welcome to Pirn",
"page": 23,
"entries": [
"Pirn is a typical woodland settlement. You can easily replace it with a similar town from your setting. Beautiful buildings constitute the town, which contains peculiar townsfolk who happily greet newcomers—if you have coin, of course. The town is the last stop for tourists eager to explore the nearby caves.",
"Upon entering the town, Waylon Bonesforth (veteran, he/him), the sheriff and mayor of Pirn, greets the characters:",
{
"type": "insetReadaloud",
"entries": [
"\"The good people of Pirn welcome you to our secluded woodland paradise! Need a drink? Perhaps the Brewmaster's Table is the place for you! Or a soft pillow after a long ride? Long Knight's Sleep has vacancies! Don't be shy and don't be thrifty with tips, and we will be happy to serve you!\""
]
},
"Waylon Bonesforth always encourages new people to take a drink at the Brewmaster's Table and occupy a room at the Long Knight's Sleep, as he owns both establishments. If the characters ask about the Summerset Caverns, he mentions they are temporarily closed to novice spelunkers, but thinks the characters would enjoy a visit to the caves. If pressed, the mayor says that a recent earthquake seems to have shifted things in the caves, but it's truly nothing to worry about. A character who makes a successful DC 14 Wisdom (Insight) check realizes the mayor is worried that the incident could discourage tourism and is downplaying the danger in the caves.",
{
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{
"type": "entries",
"name": "Notable NPCs",
"page": 24,
"entries": [
"There are several businesses in Pirn where the characters can find all the expected goods and services, run by friendly NPCs.",
"The town's notable NPCs include the following characters:",
{
"type": "list",
"items": [
"{@b {@i Calliope Daydream (She/Her).}} An aged elf scout, Calliope is a long-term resident of Pirn. She knows more about the local area than anyone in town, as she frequently spelunks the caverns and explores the woods. Calliope usually spends her nights at the Brewmaster's Table and her days teaching survival classes to tourists and locals. \"The mountains and caverns are just as alive as the trees. Maybe more so.\"",
"{@b {@i Fern Woodsmith (She/Her).}} An older human commoner, Fern is the primary bartender at the Brewmaster's Table. She has known Calliope for decades, and they enjoy a drink together every night. \"Every adventure should begin with a shot!\"",
"{@b {@i Derek Nestly (He/Him).}} This elf commoner owns Derek's Tackle and Supplies, a general store that sells spelunking and camping supplies. Derek is kind but always looking to sell more inventory. He happily trades gems or rare items if someone doesn't have coin to spend. \"You never know when you need a tent and torches!\"",
"{@b {@i Everly Westmore (She/Her).}} A human commoner, Everly is the manager of the Long Knight's Sleep and chainsmokes violet cigarettes in an ivory cigarette holder. She is a no-funny-business leader, speaking quickly and without pleasantries. Her personality is rare in Pirn. \"No refunds.\"",
"{@b {@i Concerned Parents.}} Zarah (he/him) and Drell (she/her) Reedsnip and Virna (she/her) and Knox (he/him) Twell are the human commoner parents of missing teenagers. They're all quite concerned about their kids.",
"{@b {@i Missing Children.}} Ogin (he/him) and Vold (they/them) Reedsnip and Syrah (she/her) and Poli (he/him) Twell are teens who went missing in Summerset Caverns."
]
},
{
"type": "inset",
"name": "No Time to Dawdle",
"entries": [
"If you're short on time, the introduction and exploration of the town can be skipped in favor of jumping right into the adventure. Waylon Bonesforth realizes the characters are adventurers when they enter the town. He introduces them to the parents of the missing children (see \"Recent Mystery\") then goes to get Calliope Daydream to meet them. Calliope gives the characters the information in \"Tale of Fawning Summerset\" as they travel to the caverns."
]
}
]
}
]
},
{
"type": "entries",
"name": "Rumors of Fawning Summerset",
"page": 25,
"entries": [
"While the characters enjoy a drink at the Brewmaster's Table, check in at the Long Knight's Sleep, or buy equipment at Derek's Tackle and Supplies, different NPCs of your choice share tidbits of the town's history. They might relay the following information, including rumors about the mysterious Fawning Summerset:",
{
"type": "list",
"items": [
"\"Did you know the forest was guarded by a druid circle? They disappeared way before Pirn's founders showed up.\"",
"\"An old story claims that the druids once had a pow erful leader named Fawning Summerset. Her burial mound is supposed to be hidden in the caverns. Hence their name.\"",
"\"My grandpa, gods rest his soul, told me that Fawning Summerset, a druid who ruled these woods long ago, was murdered by other druids jealous of her power. She might have treasure buried in the caverns.\"",
"\"If you go down into the caverns, beware! They say Fawning Summerset's ghost still haunts the place... We actually just tell the little ones that to keep them from going off into the caves alone.\""
]
},
{
"type": "entries",
"name": "Tale of Fawning Summerset",
"page": 25,
"entries": [
"Alternatively, if you're short on time or prefer a more direct approach, you could have one NPC of your choice relay this information:",
{
"type": "insetReadaloud",
"entries": [
"\"According to legends handed down by Pirn's founders, Fawning Summerset was one of several druids who guarded the woods in this area long ago. Gifted in magic, Fawning had power the other druids jealously craved. One moonless night, they trapped her in the caverns, stabbed her in the back, and left her for dead! Sprawled out in the darkness, blood seeping from her wounds as she grew weaker with every breath, Fawning swore vengeance against her fellow druids. To escape her dark curse, they gave up being wardens of the forest and founded this simple town. But the local caverns bear her name and curse still. So if you go into Summerset Caverns, beware! You might see her ghost!\""
]
},
"The NPC ends the tale with a laugh, clearly thinking it's rubbish. While people sometimes report seeing a ghost in the caverns, no one has ever had any trouble inside. Well, no one until recently..."
]
}
]
},
{
"type": "entries",
"name": "Recent Mystery",
"page": 25,
"entries": [
"As the characters explore the town, many of the NPCs they interact with mention the missing teens and explain that the concerned parents are looking for adventurers to rescue their kids. If the characters don't seek out the parents, Zarah, Drell, Virna, and Knox approach the characters with apprehension and desperation at the Brewmaster's Table, the Long Knight's Sleep, or any store they might be lingering in.",
"Drell dabs his eyes with a handkerchief as Zarah, his wife, explains that their twins, Ogin and Vold, are missing, along with their friends Syrah and Poli, who are Virna and Knox's children. Three days ago, the teenagers went into the caves to find the Crystal Grove, a newly discovered cavern of enormous crystals that everyone wants to see. The teens never returned. The parents went looking for them, but the once-safe tunnels of the caves were suddenly cramped and twisted! They almost got lost and turned back, resolving to pay more experienced folk to find their children.",
{
"type": "insetReadaloud",
"entries": [
"\"You see, the kids, they're just at the beginning of their lives. We encourage them to explore and have fun, but we've always taught them to be respectful of their environments and the creatures in the caves. But now those caves are a hostile place. Would you consider looking for them? They know how to survive. We're sure they're still alive in there. We could offer 100 gold apiece! It may not be much to folks like you, but it's everything we've managed to save to give our kids a better life.\""
]
},
"If the characters refuse the mission for such a low rate, the parents privately discuss options and approach again with deeds to their homes in exchange for finding their children.",
"If the characters accept the offer, the parents direct them to the bar at the Brewmaster's Table, where they can find a local spelunker and expert—Calliope Daydream, who taught the missing children how to safely explore the caverns. If anyone can guide the characters to the Crystal Grove, it's her.",
{
"type": "entries",
"name": "Talking to Calliope",
"page": 25,
"entries": [
"Calliope Daydream offers to look for the teenagers with the characters. She says that she can guide them to the Crystal Grove, but mentions that she isn't a warrior, which is why she hasn't gone looking for the teens on her own. In combat, she mostly takes the Disengage, Dodge, or Help action, keeping the characters between herself and any enemies and fighting only when cornered. If she can reach a dying character, she attempts a Wisdom (Medicine) check to stabilize them. She also might try to free characters who are {@condition restrained} or otherwise immobilized.",
"Before leaving Pirn, Calliope encourages the characters to consider buying special supplies for spelunking, specifically a hatchet and several more rounds of rope, at Derek's Tackle and Supplies.",
{
"type": "inset",
"name": "What Changed the Caves?",
"entries": [
"If a character wants to know what changed the caves so suddenly, they can make a DC 15 Intelligence (Arcana or Nature) check. On a success, that character recalls that when someone betrays and murders a powerful druid, the dying spellcaster can ask for the spirits of nature to preserve them. If the spirits answer, a crystal cocoon encases the druid, turning them into a cryad, a crystalline construct that seeks vengeance upon all humanoids. A cryad captures people and uses their bodies as fertilizer to grow a garden of glowing, necromantic crystals. Unsealing a cryad's cocoon causes the nearby earth to shift and change into a more dangerous defense of their crystal gardens.",
"If no character knows this information, Calliope tells the characters about cryads after they face a couple challenges in the cave, as she knows the lore and starts to realize what may be happening. If the characters don't know about Fawning Summerset, Calliope shares her story, as well (see \"Tale of Fawning Summerset\")."
]
}
]
},
{
"type": "entries",
"name": "Spelunking",
"page": 26,
"entries": [
"When the characters are ready to find the teenagers, Cal liope meets them on the edge of town. The 2-mile hike up to the cavern is a pleasant walk with a slight grade. But the entrance to the cavern is a craggy 20-foot-deep shaft. When Calliope sees the hole, she explains:",
{
"type": "insetReadaloud",
"entries": [
"\"This shaft wasn't always here. Up until those kids went missing, it was just a cave mouth you could walk into. Now it's a straight drop. Something weird is happening... you ready for this?\""
]
},
"Characters who climb down the shaft must succeed on a DC 12 Strength (Athletics) check or fall while making the climb down, landing {@condition prone} and taking 7 ({@damage 2d6}) bludgeoning damage. Characters who use rope or other climbing equipment have advantage on this check.",
{
"type": "inset",
"name": "",
"entries": [
"The caverns are a twisting network of tunnels that Calliope guides the characters through. There are branching paths, shafts, and pits. Most lead to dead ends, but Calliope always picks the right path to get the characters closer to the grove.",
"Calliope worries about the missing teens and is grateful for the characters' willingness to rescue them. She is serious and apprehensive, but she moves carefully and gracefully through the tunnels. Ever the teacher, Calliope sometimes lectures the characters about safety while traveling through the caves and offers wilderness survival tips and platitudes like \"Always take a buddy\" and \"Sometimes you find the ooze. Sometimes the ooze finds you.\"",
"If Calliope dies, the characters can still find their way through the caves to the Crystal Grove, but they are more likely to get lost (see \"Between Encounters\")."
]
}
]
}
]
},
{
"type": "entries",
"name": "Random Encounters",
"page": 26,
"entries": [
"Each hour the characters stop to rest in the cave, roll a d20. On a result of 12 or higher, they experience a random encounter from the Random Encounters table. The cryad's cocoon unsealing shifted the caverns and cut many of these creatures off from their homes and food sources. These creatures fight to the death and attempt to devour the characters.",
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"1",
"{@dice 1d3 + 3} {@creature giant spider||giant spiders}"
],
[
"2",
"{@dice 1d2 + 1} {@creature grick||gricks}"
],
[
"3",
"{@dice 1d2} {@creature phase spider||phase spiders}"
],
[
"4",
"{@dice 1d2} {@creature black pudding||black puddings}"
]
]
},
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{
"type": "entries",
"name": "Cavern Features",
"page": 27,
"entries": [
"The caverns have a range of spaces, from open rooms with high ceilings to narrow crawl spaces. Unless otherwise mentioned, there are no light sources in the caverns, save for those the characters bring with them. If the characters have no light sources, Calliope gives them three torches.",
"The caverns' stone is a combination of grey and green minerals, oxidizing from the air. Stalactites and stalagmites jut out across the floors and ceilings, almost as if they are protecting the caverns from wanderers. Climbing the walls of the caverns requires a successful DC 12 Strength (Athletics) check, which is made with advantage if the character uses climbing equipment.",
"As Calliope guides the characters through the cavern, describe the tight spaces and strange sights they encounter. You can use one of the following descriptions each time the characters travel the tunnels from one challenge to the next:",
{
"type": "list",
"items": [
"A tunnel wall contains a faded carving of three stags goring a wolf with their antlers above a phrase in Druidic that reads \"The final resting place of Fawning Summerset.\"",
"Dripping echoes down a yawning tunnel that divides into four halls. Rubble blocks three of the paths, and the remaining tunnel shines with eerie green stone on the walls.",
"Calliope stands in the middle of a cavern, her eyes darting around at the various tunnel exits, her brow furrowed. \"There used to be a shaft that led up to the surface here.\" The elf shakes her head and thinks for a moment about which way to go. (If the characters wish to help with the navigation of the caves, see \"Between Encounters.\")",
"Calliope's torchlight illuminates a wall ahead covered in inky black shadow. As she gets closer, the shadow, some sort of ooze, slides into a crack in the wall and disappears. (Consider running an encounter with a black pudding if you use this description.)",
"Sticky white strands of rope hang from the ceiling, an abandoned web meant for creatures the size of a horse. (Consider running an encounter with a giant spider if you use this description.)"
]
},
"Calliope makes several comments about tunnels getting tighter and having extra bends and stalagmites than last time she was in the caves."
]
},
{
"type": "entries",
"name": "Cavern Encounters",
"page": 28,
"entries": [
"Most of the caverns are not dangerous, but the characters encounter several terrain obstacles they must overcome. Each obstacle has a map and description.",
{
"type": "entries",
"name": "Between Encounters",
"page": 28,
"entries": [
"Each time the characters approach a new encounter in the caves, have them make a group DC 12 Wisdom (Survival) check to find their way through the caves. If Calliope is with the characters, she turns up to two failures into successes whenever the group makes this check.",
"If the group succeeds, they move through the caverns without incident. If the group fails, they get lost in the tunnels and spend a lot of time backtracking. Each character must make a DC 10 Constitution saving throw. On a failed save, a character gains a level of {@condition exhaustion}.",
{
"type": "inset",
"name": "Time Saver",
"entries": [
"If you're short on time, you can skip any of the following challenges in this section. If you do, the characters will have more of their hit points, spells, and resources for the final confrontation with the cryad, but that's not necessarily a bad thing!"
]
}
]
},
{
"type": "entries",
"name": "The Gorge",
"page": 28,
"entries": [
"You can use the Gorge map to run this encounter. After about a half an hour of following Calliope in the caverns, the characters enter this chamber from the west and come to their first obstacle.",
{
"type": "insetReadaloud",
"entries": [
"A narrow tunnel gives way to a much wider cavern that smells of guano and glitters with a few tiny crystals embedded scattershot across the walls. Small drips echo through the chamber as water falls from the stalactites into a great gorge that slashes across your path like a deep, dark scar. Two prominent pillars of rock jut out from the middle of the gorge floor and could form a path across for daring athletes. \"We need to get to the other side,\" Calliope says as she sets her jaw with determination."
]
},
"The gorge before the characters is 80 feet across and 40 feet deep.",
"{@b {@i Crossing the Gorge.}} If a character attempts to hop across the pillars to the other side of the gorge, they must succeed on a DC 14 Dexterity (Acrobatics) check or lose their balance as they leap, falling to the bottom of the gorge, landing {@condition prone}, and taking 14 ({@damage 4d6}) bludgeoning damage from the fall. A character could also attempt to climb the cavern walls to cross to the other side, or climb down to the bottom of the gorge, walk across, then climb back up (see \"Cavern Features\"). A character who fails a Strength (Athletics) check made to climb the walls or down into or out of the gorge falls 40 feet to the gorge's floor.",
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"A young {@creature roper} with 60 hit points hides in the ceiling among the stalactites between the pillars. The first time a character attempts to leap across the chasm using the pillars, the roper attacks, using its tendrils to reel the character up to the ceiling for a feast and grapple then drop any rescuers into the gorge. If the characters instead climb down to the bottom of the gorge to cross, the roper moves to the east side of the gorge and waits for them to climb up. A character with a passive Wisdom (Perception) score of 15 or higher notices the roper moving across the ceiling. The roper fights until reduced to 30 hit points, then flees along the ceiling.",
"{@b {@i Treasure.}} If a character succeeds on a DC 13 Wisdom (Perception) check, they notice gear at the bottom of the gorge. Roll a d6 and use the Gorge Treasure table to determine what the characters find.",
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[
"2",
"Morrigy's Field Journal, an incomplete journal for foraging mushrooms"
],
[
"3",
"A silvered dagger"
],
[
"4",
"A pouch containing {@dice 20d10} sp"
],
[
"5",
"Two half-full waterskins"
],
[
"6",
"Four unused 50-foot-long coils of hemp rope"
]
]
},
"In addition, the characters find goggles of night among the belongings. Calliope informs the characters that the gear they found belongs to the teens. If the characters rescue them, the teens allow the heroes to keep what they found as thanks."
]
},
{
"type": "entries",
"name": "Skimming across the Stones",
"page": 29,
"entries": [
"You can use the Crossing the Stones map to run this encounter. The characters come upon this spot about twenty minutes after they leave the gorge cavern. They enter the chamber from the south.",
{
"type": "insetReadaloud",
"entries": [
"Calliope crawls through a low chamber on her hands and knees, motioning for you to follow. As you join her in the tight tunnel, dark standing water splashes up into your mouth, and the strong, bitter taste of mineralization overwhelms your senses. The short crawl space opens into a longer tunnel with a deep pool of this opaque water. Six smooth black stones, each topped with a cluster of crystals, dot a path across the pool to a dry opening on the other side of the narrow cavern."
]
},
"The opaque standing water in this chamber is 2 feet deep, and the ceiling is 10 feet high. Entering the water attracts the attention of two swarms of quippers that live in the pool. The fish attack any creature that disturbs the waters, save the mimic, which they consider a predator. These quippers are cave fish—they have blindsight out to a radius of 60 feet and are blind beyond that radius.",
"{@b {@i South Stone.}} The southernmost stone in the water is a disguised mimic. Being partially submerged in the water for so long has given the mimic chills. A character with a passive Wisdom (Perception) score of 15 or higher notices the mimic shiver occasionally in very short bursts. Creatures who notice the mimic can choose to avoid it while crossing the stones. The mimic waits for a character to touch it or fall in the water, then attacks, fighting to the death.",
"{@b {@i Crossing the Stones.}} The five northernmost stones in the pool have been smoothed over with sediment, creating an unusually slick surface. A character who attempts to hop across the stones must succeed on a DC 14 Dexterity (Acrobatics) check to do so. On a failed check, they fall into the water. A character who doesn't choose to avoid the stone-disguised mimic lands on top of it.",
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"type": "entries",
"name": "Illusion of Daylight",
"page": 0,
"entries": [
"You can use the Illusion of Daylight map to run this encounter. The characters come upon this spot, where a crystal produces a veil of light that obscures a pit in their path, about ten minutes after they leave the standing water cavern. They enter this tunnel from the west.",
{
"type": "insetReadaloud",
"entries": [
"Moving through a wide tunnel, you notice a beam of brilliant light coming through a crystal embedded in the ceiling ahead. You have only seen darkness and torchlight since entering the Summerset Caverns, but now this solid prism of blinding rainbow light obstructs any view of the path ahead."
]
},
"The ceiling in this chamber is 15 feet high.",
"{@b {@i Light Crystal.}} The crystal embedded in the ceiling is 5 feet in diameter and extends up to the surface, where it catches the light and then magnifies it. The crystal's structure even enhances moonlight into a brilliant rainbow.",
"A {@spell detect magic} spell reveals that the crystal radiates an aura of evocation magic. The crystal has AC 17, 50 hit points, and immunity to poison and psychic damage. If the crystal is destroyed, it explodes in a burst of brilliant light and each creature in the chamber must succeed on a DC 12 Constitution saving throw or take 9 ({@damage 2d8}) radiant damage and become {@condition blinded} for 1 hour. Destroying the crystal makes the light disappear.",
"{@b {@i Pit.}} Just beyond the veil of light is a 15-foot-deep pit with a 20-foot-square opening. A {@creature gelatinous cube} with a climbing speed of 15 feet waits at the bottom of the pit and automatically engulfs any creature that falls into it. If two creatures pass over the pit without falling inside, the cube moves up over the opening and attempts to engulf the next creature to cross.",
"A character who makes a successful DC 12 Intelligence (Investigation) check discovers the pit on the other side of the light before crossing over. If a character doesn't notice the pit, they fall into it.",
"{@b {@i Crystal Grove Entrance.}} The entrance to the Crystal Grove is only about a five-minute walk from the pit.",
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"type": "entries",
"name": "The Crystal Grove",
"page": 32,
"entries": [
"The small tunnel leading into the Crystal Grove is 3 feet wide, 3 feet tall, 5 feet long, and 4 feet off the ground. When the characters enter the tunnel, read or paraphrase the following boxed text:",
{
"type": "insetReadaloud",
"entries": [
"Vibrating energy in this darkened cavern flows through the air, creating a gentle hum of growth that echoes across the walls. The hum builds to a loud groan, then almost a scream, a harrowing greeting. As the volume increases, clusters of white, pink, green, yellow, and blue crystals glow with bright light, forming a cohesive fabric of sparkling destiny that covers the ground's rolling mounds. Some crystals are just a bit more than a speck of dust, while others are as thick as trees with heights over eight feet tall."
]
},
"You can use the Crystal Grove map to run this encounter. The entrance to the cavern is on the east wall. The ceiling in this room is 15 feet high and the crystals provide bright light throughout the entire area.",
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"type": "entries",
"name": "The Environment",
"page": 32,
"entries": [
"The largest crystal at the center of the chamber is a cloudy white color, and one side of it has been smashed open. The inside is hollow. A character who knows about cryads (see the \"What Changed the Caves?\" sidebar) knows that this enormous hollow crystal likely held one. The teens broke the crystal open, causing the changes to Summerset Caverns.",
"A {@spell detect magic} spell reveals that the crystals in this chamber radiate auras of necromancy magic. The four southern-most Medium crystals (see below) have mounds covered in tiny crystals beneath them.",
"A character who makes a successful DC 14 Intelligence (Investigation or Nature) check can tell that the mounds underneath the largest crystals are the sleeping bodies of the four missing teens (who are noncombatants). The crystals slowly drain the life of Ogin and Vold Reedsnip and Syrah and Poli Twell. A character who examines a crystal mound and wipes away the dust notices the teens beneath. When this happens, all the teens wake and speak in unison, urging the characters to flee.",
{
"type": "insetReadaloud",
"entries": [
"\"The children you know are gone—trapped, one with the crystal. We pay penance to Fawning's grove, make something beautiful out of our dying sacks. Go! Leave! Leave us to the crystal, or join its growth forever!\""
]
},
"The teens can't move on their own while covered in crystals. After the teens speak and while the cryad is alive, a character that touches a crystal-covered teen must succeed on a DC 14 Constitution saving throw or take 5 ({@damage 1d10}) necrotic damage as the crystals siphon some of their life energy.",
"A character who knows about cryads knows that destroying the cryad, a successful DC 14 Wisdom check with jeweler's or mason's tools made as an action, or a {@spell lesser restoration} spell or similar magic causes the crystals surrounding the teens to break, releasing the children from their magic and severing their connection to Fawn ing. Each teen weighs 500 pounds while covered in crystals, but is not attached to the floor and can be dragged out of the room by a creature with a Strength score of 17 or higher.",
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"name": "The Cryad",
"page": 33,
"entries": [
"At the west end of the chamber, {@creature Fawning Summerset|Ar6}, a cryad, watches the area and feeds off the energy from her growing crystals. Her False Appearance trait allows her to remain undetected while motionless. When the characters interact with the mounds, she comes to life and attacks, fighting until destroyed.",
"Fawning stands just over eight feet tall and is composed of a fine crystal powder. When she springs to action, her face appears and limbs grow from her body. Her eyes shine in the light and appear clear like water.",
{
"type": "entries",
"name": "Engaging the Enemy",
"page": 33,
"entries": [
"Once the characters interact with the cryad's crystals, she attacks and can't be convinced to stop her advance until their bodies grow replacement crystals for those they disturbed. There is no way to peacefully resolve conflict with the cryad.",
"Fawning uses Blinding Light at the start of combat then charges into melee with two characters near one another, using Multiattack to target both, attempting to knock them {@condition prone}. She then uses her Fertilize lair action. Once she has some control of the battlefield, she deals as much damage as possible to the characters with more slam attacks and her Shake lair action. If the characters try to pin her down, she can use Crystal Stride to escape or cast spells to attack them at a distance."
]
},
{
"type": "entries",
"name": "Medium Crystals",
"page": 33,
"entries": [
"Fawning's Crystal Stride trait and Faerie Lights lair action refer to Medium or larger crystals in the grove. Any crystal on the Crystal Grove map that is large enough to take up at least 1 square counts as a Medium or larger crystal.",
"Each crystal has AC 17, 18 hit points, and immunity to poison and psychic damage. Destroying a crystal also deals 10 damage to Fawning. A character proficient in Arcana or Nature knows that destroying a cryad's larger crystals harms the cryad.",
{
"type": "inset",
"name": "She Won't Harm Teens",
"entries": [
"Fawning doesn't harm the teens with any of her actions. She sees their bodies are precious resources and chooses to keep them alive if she can."
]
}
]
}
]
},
{
"type": "entries",
"name": "Escaping",
"page": 34,
"entries": [
"If the characters flee the encounter with Fawning, they can escape through the hole in the wall that they used to enter. There are no other exits in the cavern. Medium creatures can squeeze through it. Small and Tiny creatures can move through with no problem.",
"If the characters free the teenagers, they willingly follow any of the character's instructions. Fawning can peer and reach through the hole, but she is too large and is unable to pass through."
]
},
{
"type": "entries",
"name": "Treasure",
"page": 34,
"entries": [
"The large crystal that held Fawning's form for so long has a staff of swarming insects, the druid's old staff, embedded in its still-standing walls. If the cryad dies, the crystals in the chamber immediately crumble to dust and reveal the staff."
]
},
{
"type": "entries",
"name": "Conclusion",
"page": 34,
"entries": [
"If the characters free the teens and leave Fawning's chamber, Ogin and Vold shout in unison once the group is safely out of the Crystal Grove.",
{
"type": "insetReadaloud",
"entries": [
"\"Quick! There's another way out!\""
]
},
"Thanks to their connection to the cryad, the twins know of a nearby secret exit that is blocked by a rock, easily slid out of the way, revealing a path down to Pirn.",
"If the characters are unable to heal the teenagers and carry them from the cavern back to Prin, a healer in town restores the children. Once restored and safe, the children explain to the characters that they found the grove and broke open the crystal because they thought they saw a staff inside it!",
"If the teenagers are returned, their parents and the grateful townsfolk offer their thanks and promised rewards to the characters. If the characters refuse the reward from the parents, Waylon Bonesforth pays it instead.",
"The mayor holds a party in the characters' honor at the Brewmaster's Table and declares:",
{
"type": "insetReadaloud",
"entries": [
"\"Good night! The sight of these returned children brings joy to our hearts! What can we do to repay you? Will anything ever be sufficient for returning our kids to us?\""
]
},
"Everly Westmore offers the characters free rooms for life! Fern Woodsmith promises free drinks for life! The children also allow the characters to keep any of the equipment they found in the gorge (see \"Crossing the Gorge\"). If the characters also killed Fawning, Waylon gives them an extra reward of 250 gp each for \"saving the town's tourist industry.\"",
"If the characters leave Pirn, the mayor and the parents stand in the road and wave goodbye, the sun setting on the recent spelunkers, crystal dust billowing off their clothes. If the characters return without the teenagers, the parents go into mourning for their lost children. They still pay the characters as promised, but there are no offers for free drinks and nights at the inn.",
"If the characters die facing Fawning, their bodies serve as fertilizer for more crystals."
]
},
{
"type": "entries",
"name": "Advancement",
"page": 34,
"entries": [
"If the characters successfully complete this adventure, they earn 1,900 experience points each, which is half of what they need to advance to level 5."
]
}
]
}
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{
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{
"name": "The Pickling Guild",
"headers": [
"Guild Structure",
"Membership in the Pickling Guild",
"The Pickling Guild's Commemorative Tools",
"Sample Foods",
"Introducing the Pickling Guild",
"The Guild's Troubles",
"Notable Characters",
"Domain Statistics"
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},
{
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"headers": [
"Items",
"Creatures",
"Spells of the Wilds"
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},
{
"name": "Aethelfaer",
"headers": [
"Aethelfaer in Your Game",
"Aethelfaer Plot Hooks",
"Aethelfaer in Combat",
"Encountering Aethelfaer",
"Aethelfaer as a Retainer",
"Aethelfaer's Disability"
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"type": "item",
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"James Introcaso"
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{
"type": "item",
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"Sharang Biswas, Hannah Rose, Sara Thompson"
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{
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"entries": [
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{
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"Spencer Hibnick"
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{
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{
"type": "item",
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"Chris Hopper"
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{
"type": "item",
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"",
"{@i Aethelfaer:} Grace Cheung",
"{@i Aethelfaer Unicorn:} Grace Cheung",
"{@i Aethelfaer and Unicorn:} Grace Cheung",
"{@i Pickling Guild Symbol:} Grace Cheung",
"{@i Pickling Guild Dwarf Alchemist:} Gustavo Pelissari",
"{@i Pickling Guild Nupita & Muhara Mfala:} Gustavo Pelissari",
"{@i Wonders of the Wilds Vista illustration:} Kent Davis Jr.",
"{@i Wonders of the Wilds Halo of the Heavens:} Nephelomancer",
"{@i Wonders of the Wilds Celestial Druid:} Nephelomancer"
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"",
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"Jerod Bennett: Technology",
"Grace Cheung: Art",
"Matt Colville: Writing & Design",
"Anna Coulter: Production & Operations",
"Nick De Spain: Art & Art Outsource Management",
"Jason Hasenauer: Art & Art Direction",
"James Introcaso: RPG Line Developer"
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},
{
"type": "item",
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"",
"alex_august/Alex Hencinski",
"Conjure Clay/Clayton Salamon",
"DMcCool/David Lake",
"Elias Ravyn/John Bryant",
"F1zz3r/Aaron Flavius West",
"Kelvan1138/Richard White",
"Lucritius/Janek Dalkowski",
"MeAndUnique/Shane Parker",
"Nuehado/Phil Donahue",
"Templars Bane/Nick Pierson",
"TheDeadlyFly/Harley Harris"
]
},
{
"type": "item",
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"",
"Aaron Houillon",
"AJ Metzger",
"Alex Adkisson",
"Andrew \"EndlesNights\" Macdonald",
"Anna Guimarães",
"Erin J. Beall",
"Essjae",
"Joshua Turpin",
"Kathy Randall Bryant",
"Luke Z.",
"Marcus Rosen",
"Pete Gosden",
"William Pfeiffer",
"Wyatt M/Goatslinger"
]
}
]
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{
"type": "hr"
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"page": "C2",
"style": "text-center",
"entries": [
"Join us on the MCDM Discord server, where you can chat with others about Arcadia and more!",
"{@link discord.gg/mcdm|https://discord.com/invite/mcdm}"
]
},
{
"type": "hr"
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"page": "C2",
"style": "text-center",
"entries": [
"Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All content which is not included in the Systems Reference Document version 5.1 or has otherwise been specifically designated as Open Game Content, including the Aethelfaer, Pickling Guild, Wonders of the Wilds, all Trademarks, registered trademarks, proper names (including the names of characters, place names, monsters, organizations, new spells, new abilities, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics, sidebars, and trade dress."
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"entries": [
{
"type": "quote",
"entries": [
"When I was in college, my mythology professor gave us an unconventional assignment. He told us to go into the woods alone with a notebook, stay there for an hour, then start writing whatever we found ourselves thinking about until we had a three-page paper. Given the magazine I now edit, it shouldn't come as a shock that my essay was about monsters. Specifically, I wrote a paper that said I understood why people who were alive not that long ago believed monsters stalked the wilds. Even today many folks believe that a bigfoot, yeti, jackalope, jersey devil, or other cryptid hides somewhere deep in the wilderness rarely disturbed by humans. Even if you're a skeptic like me, your love of fantasy storytelling can't keep you from asking, \"But what if here there were be dragons?\"",
"Nature isn't just some component of fantasy. Yes, it serves as an evocative setting for adventures, but nature is much more than that. It creates stories and mythologies. The vast wilderness on this planet inspires us, terrifies us, and takes our breath away. When we think of fantasy wilderness, our minds may go to fey groves and unicorn forests, but vast deserts, wicked swamps, untamed oceans, and mysterious underground tunnels are all part of fantastical settings. Our real-life planet and worlds of high fantasy go hand-in-hand.",
"In fact, they go together so well that I didn't even realize this issue of ARCADIA is themed around nature until {@link Spencer Hibnick|https://twitter.com/PestoEnthusiast}, MCDM's insightful lead playtester, pointed it out to me. I just thought we were putting out another three strong articles from awesome creators. But as the fates would have it, ARCADIA 7 is all about nature.",
"{@link Sharang Biswas's|https://twitter.com/SharangBiswas} \"The Pickling Guild\" presents a secret organization that searches the wilderness for delicious ingredients and cures for terrible diseases, {@link Sara Thompson|https://twitter.com/mustangsart} shows us a ranger who defends his grove like no other in \"Aethelfaer,\" and {@link Hannah Rose|https://twitter.com/wildrosemage}, an editor who has worked on every issue of ARCADIA so far, finally gives druids and rangers the magic items they deserve in \"Wonders of the Wild.\"",
"This issue is a good reminder that there is plenty of inspiration for our games and characters in the real world. While I personally think the best way to get inspired is to head on out into the wilderness, that\"s not always an option. Even if you do live close to an awesome outdoor environment and have the means and time to explore it, there are places all over our planet to check out that will make your brain burst with gaming goodness.",
"Luckily books, magazines, television, film, and the Internet make those places easy to explore. As a former National Geographic employee, I can tell you that the deep sea holds centuries-old {@link Greenland sharks|https://www.nytimes.com/2016/08/12/science/greenland-shark-longest-living.html} with poison flesh, that a natural gas field in Turkmenistan called the \"{@link Door to Hell|https://www.youtube.com/watch?v=YICzXLAtQ58}\" has been burning for fifty years, and that in {@link Tsingy de Bemaraha National Park|https://en.wikipedia.org/wiki/Tsingy_de_Bemaraha_Strict_Nature_Reserve} in Madagascar, the limestone formations that create the rock forest are so sharp that they cut through flesh and most equipment, making exploration of the place difficult. If those don't get your game brain going, there's a whole world out there to explore. Or heck, go beyond Earth and into the wilds of space. {@link Jupiter's red spot|https://en.wikipedia.org/wiki/Great_Red_Spot} is sure to inspire an adventure or two."
],
"by": "Ex animo",
"from": "James Introcaso, Managing Editor",
"skipMarks": true,
"skipItalics": true
},
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{
"type": "section",
"name": "The Pickling Guild",
"page": 2,
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"altText": "A painting of a table laden with produce and crockery."
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"page": 2,
"style": "text-center",
"entries": [
"{@style An organization of gourmands and heroes|small-caps;dnd-font}",
"by Sharang Biswas",
"",
"Motto: Preservation Is Our Purview",
"Blazon: Party per pale purpure and vert, a serpent nowed and counterchanged",
{
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"{@i This article describes a social organization that secretly enacts an altruistic agenda, along with associated membership benefits, magic items, quests, NPCs, and domain statistics. While the Pickling Guild is best suited for campaign settings that include at least one large city, elements of the guild can be cannibalized and adapted for other settings as well.}",
"The Guild of Pickling, Fermentation & Food Preservation, colloquially referred to as \"The Pickling Guild\", is ostensibly a network of eccentric culinary enthusiasts who enjoy experimenting at the intersection of alchemy and gastronomy. Anyone can be a member—a modest annual fee grants some special privileges and access to any of the dozen or so chapterhouses located in major cities around the world. In these cities, members enjoy regular tasting events—meetings where recipes, ingredients, and techniques are swapped—and a shop that sells specialized equipment, rare fermentation components, and food created by master guild members. Wealthier chapterhouses circulate a colorful, informative newsletter.",
"Senior members carry a badge that identifies their membership, earning them hospitality from the group's many solitary members in remote locations. Yet the mere existence of members outside major urban hubs perplexes curious observers. What benefits can these members possibly derive from what is clearly a social club?",
"The Pickling Guild is, in truth, a secret society that tracks the spread of magical maladies and plagues, working behind the scenes to cure and contain such afflictions. Their public-facing activities are a front, meant to throw off suspicion, cultivate useful contacts, and supplement the guild's coffers for their more important work. In addition to brewing fine ales and preserving fiery pepper sauces, senior members dispatch agents to discover the source of a nasty infection, deal with a particularly virulent fungal outbreak, or tend to important personages who contract mysterious illnesses. Solitary agents in remote regions are senior representatives who investigate and research strange and deadly diseases. Only a small fraction of the guild's members are aware of this greater truth.",
"These cloak-and-dagger tactics keep the agents safe and hidden from powerful adversaries. The guild has to fend off the moves and countermoves of a cult connected to demon lords of pestilence and fungi, a cabal of evil druids bent on spreading diseases to \"restore the balance of rot\", and a mummy lord named Numha, who somehow got entangled with the guild a long time ago. These are just a few of the villains who want to destroy the organization—any agent of decay and malady is a deadly foe to the Pickling Guild.",
"While members deemed both worthy and useful to the greater mission of the guild are allowed to advance through its ranks and learn of the greater mysteries, they are all sworn to secrecy. Members who break this oath are removed from the guild and may have their memories magically modified to erase any recollection of the guild whatsoever.",
{
"type": "entries",
"name": "Guild Structure",
"page": 3,
"entries": [
"When people refer to the Pickling Guild's intentions, goals, or actions, they (usually unknowingly) refer to those of the Directors, the mysterious leaders of the organization. Spread throughout the realm, the Directors meet in secret, sometimes in person and sometimes through magical communication devices. They make decisions about what missions need to be undertaken, who among the ranks should be promoted, and any other major actions the guild must take. They tend not to involve themselves, as a body, in chapter leadership (though individual Directors may take an interest in such matters). As the most capable members of the guild, they take part in special missions if a particularly dangerous or serious threat under the guild's purview shows itself. There are very few Directors: about half a dozen, who masquerade as lower-ranked members of the guild.",
"At the opposite end of the guild hierarchy are the Annual Members, who form the majority of the membership. These are dues-paying hobbyists who enjoy the social scene and minor benefits membership provides. They are unaware of the guild's secret mission.",
"Between these two ranks are the Fermenters, the junior members, and the Artisans, the senior members. Fermenters and Artisans are part of the guild's inner circle. They're in the know about the guild's mission and undertake tasks and quests toward it. They may perform library or laboratory research, visit sick patients, investigate reports of illnesses, or collect rare ingredients. Fermenters might also work normal jobs as brewers, cheesemongers, cooks, and the like when they aren't doing secret work for the guild.",
"Annual Members are tapped to become Fermenters if other members feel they could contribute to the guild's mission and a background investigation reveals no concerns. Senior members may ask candidates to perform a few \"simple tasks\" for the guild, tasks which end up testing their abilities when faced with danger. Promotion from Fermenter to Artisan is awarded for exceptional and reliable service to the guild and allows the agent to take on more dangerous missions. Once an Artisan proves themselves to the Directors as exceptionally talented and dedicated to the cause, they might themselves be elevated to Director, though this is rare.",
"There are additional volunteer roles, such as Secretariat, Treasurer, and Chapter President, which are held by Fermenters, Artisans, or even Directors. These roles are typically administrative in nature and members are locally elected to these roles within their chapters every year (all members have a vote). While these representatives handle mundane matters in the chapters, major orders relating to the guild's secret mission come from the Directors, through the Artisans."
]
},
{
"type": "entries",
"name": "Membership in the Pickling Guild",
"page": 3,
"entries": [
"Anyone can become an Annual Member of the Pickling Guild by visiting a chapter, filling out some minor paperwork, and paying a sum of 10 gp. Climbing the ranks of the guild is a different matter (see \"Guild Structure\").",
{
"type": "entries",
"name": "Annual Member",
"page": 3,
"entries": [
"For the annual fee of 10 gp, a member gains the following benefits, in addition to useful social connections:",
{
"type": "list",
"page": 3,
"items": [
"A parchment certificate of membership with stamped expiration dates",
"Discounts for any wares and services from any member (which is an informal benefit, with different members providing different discounts or special offers to others)",
"A quarterly newsletter featuring news about the membership, requests for help, recipes, and interesting facts about plants and fungi. Adventurers have been known to find information about fungal or slime monsters innocuously spread among the pages.",
"Advantage on ability checks involving the preparation of food and the identification of edible, medicinal, and poisonous plants, if up to date on the newsletter. (What \"up to date\" means is for the GM to decide!)",
"Access to Annual Member meetings at any chapterhouse and free entry to special events organized by any chapter. Chapterhouses may also grant Annual Members access to lodgings, libraries, kitchens, and laboratories, depending on their accommodations."
]
}
]
},
{
"type": "entries",
"name": "Fermenter",
"page": 4,
"entries": [
"Fermenters enjoy all the benefits of Annual Members, plus these additional benefits for no extra annual fee:",
{
"type": "list",
"page": 4,
"items": [
"A {@item guild fermenter's sickle|Ar7} and a {@item guild healer's kit|Ar7} {@homebrew |(see sidebars)}",
"The Fermenter receives a {@item copper guild badge|Ar7} keyed to their soul so only they can use it. The badge has 1 charge, which it regains daily at dawn. As an action while wearing the badge, the Fermenter can expend 1 charge to cast one of the following spells from it, requiring no material components: {@spell detect poison and disease} and {@spell purify food and drink}."
]
}
]
},
{
"type": "entries",
"name": "Artisan",
"page": 4,
"entries": [
"Artisans enjoy all the benefits of Annual Members and Fermenters, plus these additional benefits for no extra annual fee:",
{
"type": "list",
"page": 4,
"items": [
"A {@item guild artisan's scythe|Ar7} {@homebrew |(see sidebar)} and a new {@item guild healer's kit|Ar7}",
"An Artisan can ask for a potion or other expendable magic item of common or uncommon rarity, secret information about a particular subject, or the services of a single NPC Fermenter as backup (use the {@creature acolyte|MM}, {@creature scout|MM}, or {@creature spy|MM} stat block) about once per month without anyone asking too many questions.",
"The Artisan receives a {@item silver guild badge|Ar7} that replaces their {@item copper guild badge|Ar7|copper one}. The new badge is keyed to their soul so only they can use it. The magic badge grants the Artisan advantage on saving throws against disease and has 2 charges that it regains daily at dawn. As an action while wearing the badge, the Artisan can expend 1 or more of its charges to cast one of the following spells from it, requiring no material components: {@spell detect poison and disease} (1 charge), {@spell protection from poison} (1 charge), {@spell purify food and drink} (1 charge), and {@spell lesser restoration} (2 charges)."
]
}
]
},
{
"type": "entries",
"name": "Director",
"page": 4,
"entries": [
"Directors enjoy all the benefits of Annual Members, Fermenters, and Artisans, plus these additional benefits for no extra annual fee:",
{
"type": "list",
"page": 4,
"items": [
"A new {@item guild healer's kit|Ar7}, and a free replacement about once a month upon request",
"A Director can request up to three potions or expendable magical items of common or uncommon rarity, the temporary use of one of the guild's small stock of wondrous items of uncommon and rare rarity, and the help of one Fermenter (use the {@creature acolyte|MM}, {@creature scout|MM}, or {@creature spy|MM} stat block) and one Artisan (use the {@creature bandit captain|MM}, {@creature druid|MM}, or {@creature priest|MM} stat block) about once per month.",
"Individual Directors tend to be powerful figures and often request favors from each other. At the GM's discretion, a Director can access other specialized benefits such as boons, charms, or magic items from other Directors. Such benefits might come at the cost of a favor, however!",
"The Director receives a {@item gold guild badge|Ar7} that replaces their {@item silver guild badge|Ar7|silver one} (though they may get a fake badge of lower rank to keep their status as Director secret). The new badge is keyed to their soul so only they can use it. The magic badge grants the Director advantage on saving throws against disease and has 3 charges that it regains daily at dawn. As an action while wearing the badge, the Director can expend 1 or more of its charges to cast one of the following spells from it, requiring no material components: {@spell detect poison and disease} (1 charge), {@spell purify food and drink} (1 charge), {@spell protection from poison} (1 charge), {@spell lesser restoration} (2 charges), {@spell speak with dead} (2 charges), and {@spell speak with plants} (2 charges)."
]
}
]
}
]
},
{
"type": "entries",
"name": "The Pickling Guild's Commemorative {@s Weapons} Tools",
"page": 5,
"entries": [
"Fermenters and Artisans receive special, commemorative tools from the guild. Not only are these masterwork tools, they're also handsomely decorated symbols of their bearers' authority within the guild. Even those with little knowledge of the guild can tell that these tools signify something important.",
"The fact that these tools are both magical and perfectly balanced for combat is not generally advertised.",
{
"type": "statblock",
"tag": "item",
"source": "Ar7",
"name": "Guild Healer's Kit",
"page": 4
},
{
"type": "statblock",
"tag": "item",
"source": "Ar7",
"name": "Guild Fermenter's Sickle",
"page": 5
},
{
"type": "statblock",
"tag": "item",
"source": "Ar7",
"name": "Guild Artisan's Scythe",
"page": 5
},
"{@note Additionally the {@item Guild Badge|Ar7} is available in Gold, Silver and Copper variants.}"
]
},
{
"type": "entries",
"name": "Sample Foods",
"page": 6,
"entries": [
"Members of the Pickling Guild experiment with alchemy and gastronomy to create marvelous dishes. The following foods are a sample of what members or shops connected to the guild might produce.",
{
"type": "entries",
"name": "Ordinary",
"page": 6,
"entries": [
"Shops associated with the Pickling Guild sell these creations, and the guild's newsletter includes their recipes. They are very rare, expensive delicacies; a single serving might cost 75 gp to 150 gp, depending on the quality of the ingredients.",
{
"type": "list",
"page": 6,
"items": [
{
"type": "item",
"name": "Adrook",
"entries": [
"A savory drink made from mashed, fermented root vegetables and spices"
]
},
{
"type": "item",
"name": "Sposs",
"entries": [
"A cattle bone that is fermented and pickled until it becomes squishy and spongy, then cooked in sugar syrup"
]
},
{
"type": "item",
"name": "Velure Sauce",
"entries": [
"The hair and nails of a specific combination of animals pickled into a spicy, tangy sauce"
]
}
]
}
]
},
{
"type": "entries",
"name": "Magical",
"page": 6,
"entries": [
"The recipes of these magical foods are known only to Artisans and Directors (see \"Membership in the Pickling Guild\"). High-end shops buy these from the guild and sell them at outrageous prices. Guild members on dangerous missions may carry these with them.",
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{
"type": "entries",
"name": "Introducing the Pickling Guild",
"page": 7,
"entries": [
"The characters might be introduced to the Pickling Guild in one of the following situations:",
{
"type": "list",
"page": 7,
"items": [
"The characters meet an eccentric Fermenter who sells interesting pickles and tells them about the marvelous guild he's part of.",
"The characters stumble into a shop that features the guild's signature food items. Recognizing the party as a group of adventurers, the shopkeeper shows them one of the magical items for sale and tells them about the guild.",
"A poster advertising a tasting event is posted in a town the characters visit.",
"The characters hear rumors abound of a sick family that got better after eating some \"miraculous pickled onions\" sold by a little guild shop down the lane."
]
}
]
},
{
"type": "entries",
"name": "The Guild's Troubles",
"page": 7,
"entries": [
"The guild is always on the lookout for competent new members, and adventurers skilled in combat and magic are prime candidates. Once the guild knows about characters, the leadership may decide to test their talents and moral character by asking for help with minor matters related to the guild's front.",
"You can use one of the quests listed here or one of the minor quests connected to an NPC (see \"Notable Characters\") to draw the characters further into the guild's story. As a reward, the guild might offer uncommon or rare potions, or one of the magical foods the guild produces. If particularly impressed, the guild may also offer free membership to the entire party for a year, as well as room and board at a chapterhouse for a short while.",
{
"type": "list",
"page": 8,
"items": [
"A local chapterhouse asks the characters to fetch rare plume-lace mushrooms, useful for divination potions, from a nearby cave. Unfortunately, a {@creature shambling mound|MM} has recently claimed the cave as its own. This particular {@creature shambling mound|MM} shows unusual signs of intelligence: it's been leaving beautiful floral arrangements at the mouth of the cave.",
"Guard Maheera, a traveling merchant and Annual Member, asks the characters to accompany her on a trip to sell beer. Her planned route takes her through the All-Father Forest, where the eccentric druid Samira resides. Samira waylays travelers and turns the liquids they possess into {@creature water elemental|MM|water elementals} (or beer elementals, in this case), claiming that she's tired of \"trespassers messing up the forest.\"",
"Luma, a gnome Annual Member and jerky seller, asks the characters to help her fend off a group of ruffians bullying her. The bullies are secretly sent by Luma's ex-lover Rolanda, who wants to make Luma so unhappy that she'll come running back to her ex-girlfriend seeking comfort. If Luma comes crawling back, Rolanda plans to call the ruffians off, but the bullies may have other ideas."
]
},
"Once adventurers have proven themselves to the guild, they are invited into the fold and informed about the guild's ultimate goals. Even if the adventurers don't become members, the guild does have a history of working with powerful outsiders. The characters might be asked to help with the guild's real missions.",
{
"type": "list",
"page": 8,
"items": [
"Artur Pavel, the hereditary mayor of a nearby village, dies. The locals cite heart failure, but the guild knows it was poison. They ask the characters to discover the culprit. Investigations reveal that a rare toxin made from infernal secretions killed Pavel. Granny Sallowpus, a {@creature green hag|MM} living in the nearby woods, is the only one who knows how to make it. Pavel's seemingly distraught son, a seemingly himboish and innocent young man named Hugo, bought the poison from her to rid the town of an increasingly paranoid and cruel mayor.",
"The signs from an old prophecy about an incursion of fungus demons are finally coming to pass. Few in the guild are equipped for such a battle, and the characters are asked to help prevent it. The prophecy hints at a \"living vessel\" who will \"open the gateway\" to the demons. Clues point to a small colony of plague-stricken refugees nestled on a windswept plateau, away from most civilization. The colony is under the protection of a powerful but aging cleric, Perviz, who has been holding the disease at bay but has found no cure. His sick 17-year-old son, Mazdak, who dreams of becoming a paladin, is destined to be the living vessel.",
"A devil-worshipping cult known as the Mothers of the Fallen Fruit masquerades as a midwife collective. They attempt to recruit Shyma, a promising witch who was also tapped by the guild. She's of two minds about which to join, not knowing the true purposes of either organization. The characters are tasked with convincing her to join the Pickling Guild. Unfortunately, the cult has grown impatient and resorts to kidnapping. Shyma is descended from the {@creature green hag|MM} Granny Sallowpus, and even if she's uncooperative, her blood and organs are potent..."
]
}
]
},
{
"type": "entries",
"name": "Notable Characters",
"page": 8,
"entries": [
"A diverse set of people are interested in food preservation and public health! Here are a few well-known guild members who each have troubles or secrets to contend with.",
{
"type": "entries",
"name": "Akangsha Sundarbandar (Halfling, they/them)",
"page": 8,
"entries": [
{
"type": "quote",
"entries": [
"Rot: it is the cold fire that transforms a humble corpse into something marvelous. Once we conquer our fear of it, embrace the peculiar potency that death bestows upon a body—any body, all bodies—then death becomes another toolbox!"
],
"by": "Akangsha Sundarbandar"
},
"A stout, elderly wizard, {@creature Akangsha Sundarbandar|Ar7|Akangsha} is a Fermenter, renowned in the Pickling Guild for their powerful curatives. However, the grandmotherly halfling has a secret: their cures are all necromantic in nature. They maintain a basement full of undead creatures from which to derive cures.",
{
"type": "list",
"style": "list-hang-notitle",
"page": 8,
"items": [
{
"type": "item",
"name": "Signature Look:",
"entries": [
"{@creature Akangsha Sundarbandar|Ar7|Akangsha} keeps a pet toad with an enormous mushroom growing on its back by their side at all times. {@creature Akangsha Sundarbandar|Ar7|Akangsha} considers the mushroom their pet, and the toad is merely the vehicle for it. They've named it Toadstool. (The toad has no name.)"
]
},
{
"type": "item",
"name": "Personality:",
"entries": [
"{@creature Akangsha Sundarbandar|Ar7|Akangsha} is cerebral, doting, and empathetic."
]
},
{
"type": "item",
"name": "Statistics:",
"entries": [
{
"type": "homebrew",
"name": "Statistics:",
"entries": [
"{@creature Akangsha Sundarbandar|Ar7|Akangsha} uses {@creature Akangsha Sundarbandar|Ar7|the statistics of a mage, with different prepared spells}."
],
"oldEntries": [
"Akangsha uses the statistics of a {@creature mage|MM}, but with the following spells prepared:",
{
"type": "spellcasting",
"name": "Spellcasting",
"spells": {
"0": {
"spells": [
"{@spell light}",
"{@spell mage hand}",
"{@spell mending}",
"{@spell poison spray}"
]
},
"1": {
"slots": 4,
"spells": [
"{@spell detect magic}",
"{@spell false life}",
"{@spell grease}",
"{@spell unseen servant}"
]
},
"2": {
"slots": 3,
"spells": [
"{@spell acid arrow}",
"{@spell gentle repose}"
]
},
"3": {
"slots": 3,
"spells": [
"{@spell animate dead}",
"{@spell glyph of warding}",
"{@spell vampiric touch}"
]
},
"4": {
"slots": 3,
"spells": [
"{@spell blight}",
"{@spell Mordenkainen's Private Sanctum|PHB|private sanctum}"
]
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"slots": 1,
"spells": [
"{@spell hold monster}"
]
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}
}
]
}
]
}
]
}
]
},
{
"type": "entries",
"name": "Involving Akangsha",
"page": 9,
"entries": [
"Well-meaning but risk-taking Akangsha might get involved in the characters' story with the following story hooks:",
{
"type": "list",
"page": 9,
"items": [
"An unknown enemy of the guild frees Akangsha's undead in an attempt to kill Akangsha. The elderly wizard is now trapped in a warded room in their house while undead roam the streets. If the characters get to the bottom of what's going on, they have to choose whether or not to reveal Akangsha's secret to the guild.",
"Limiel the Wise, a zealous Fermenter, discovers Akangsha's secret and is convinced they're evil. They dispatch the characters to investigate the necromancer and either capture or kill them (whichever is easier). Akangsha, not knowing the characters, greets them with milk and cookies. Moaning from the basement might interrupt the tea party.",
"Rai, a grieving baker, asks the characters to locate his great-aunt Jayatri's corpse after it goes missing before her funeral—oops, Akangsha has been fermenting it! Can the characters get it back before it's unrecognizable? Or can they figure out a creative way to mollify Rai?"
]
}
]
},
{
"type": "entries",
"name": "Glorian the Secretariat (Doppelganger, they/them)",
"page": 9,
"entries": [
{
"type": "quote",
"entries": [
"You think an organization runs on people? Wrong! An organization runs on paper! Memos, hastily jotted instructions, circulars of policy, records of accounts and transactions... the form of true power, my dear, is crisp, white, and flat!"
],
"by": "Glorian the Secretariat"
},
"{@creature Glorian the Secretariat|Ar7|Glorian}, one of the most influential Artisans of the Pickling Guild, handles much of its administrative affairs, both mundane and secret. This identity is a front: {@creature Glorian the Secretariat|Ar7|Glorian} is a doppelganger named Tchilinfallorsh who seeks revenge against the unknown Director who \"let\" their elf lover, Cyril Twindew, die of disease a few decades ago. They care nothing for the Pickling Guild's mission.",
{
"type": "list",
"style": "list-hang-notitle",
"page": 9,
"items": [
{
"type": "item",
"name": "Signature Look:",
"entries": [
"{@creature Glorian the Secretariat|Ar7|Glorian's} hands are always stained with ink, no matter their form. They appear as an elf."
]
},
{
"type": "item",
"name": "Personality:",
"entries": [
"{@creature Glorian the Secretariat|Ar7|Glorian} seems fastidious and obsessive, but that is a ruse to hide their calculating nature."
]
},
{
"type": "item",
"name": "Statistics:",
"entries": [
"{@creature Glorian the Secretariat|Ar7|Glorian} uses the statistics of a {@creature doppelganger|MM}."
]
}
]
}
]
},
{
"type": "entries",
"name": "Involving Glorian",
"page": 9,
"entries": [
"Scheming {@creature Glorian the Secretariat|Ar7|Glorian} might get involved in the characters' story with the following story hooks:",
{
"type": "list",
"page": 9,
"items": [
"{@creature Glorian the Secretariat|Ar7|Glorian}, worried that another Artisan knows their secret, tells the characters that a guild member (pick one the characters know) is sabotaging the guild and pays the characters to \"deal with\" them. {@creature Glorian the Secretariat|Ar7|Glorian} planted fake letters from a made-up demon cult in this member's lodgings.",
"The real Glorian, who knows nothing about the Pickling Guild and who the doppelganger thought dead, arrives in town. {@creature Glorian the Secretariat|Ar7|Tchilinfallorsh} tells the characters that he is an evil spy sent to infiltrate the guild, and he must be killed before he can wreak havoc. The real Glorian, on hearing that the characters are adventurers for hire, approaches them to find and return some precious items that were stolen from him by bandits while en route to this city.",
"{@creature Glorian the Secretariat|Ar7|Glorian} believes that one of the characters is their reincarnated lover, and tries to capture them to \"force the soul out.\""
]
}
]
},
{
"type": "entries",
"name": "Ivmal Alef (Human, he/him)",
"page": 9,
"entries": [
{
"type": "quote",
"entries": [
"Why do I ferment? Consider this: you and I may separately follow the recipe for a cake and bake two identical desserts. But if you and I follow the exact same recipe for fermented cabbage, why, no power on earth will allow these two cabbages to taste the same. To ferment is to create art. To ferment is to be individual."
],
"by": "Ivmal Alef"
},
"Scrawny, redheaded, and fresh out of his teens, apprentice alchemist {@creature Ivmal Alef|Ar7|Ivmal} is an ardent Annual Member of the Pickling Guild who doesn't suspect its true purpose. He volunteers at a tiny, guild-controlled shop and is always on the lookout for new members.",
{
"type": "list",
"style": "list-hang-notitle",
"page": 9,
"items": [
{
"type": "item",
"name": "Signature Look:",
"entries": [
"{@creature Ivmal Alef|Ar7|Ivmal} always wears one item of clothing or jewelry with a vegetable motif."
]
},
{
"type": "item",
"name": "Personality:",
"entries": [
"{@creature Ivmal Alef|Ar7|Ivmal} is effusive, enthusiastic, and artsy."
]
},
{
"type": "item",
"name": "Statistics:",
"entries": [
"{@creature Ivmal Alef|Ar7|Ivmal} uses the statistics of a {@creature commoner|MM}."
]
}
]
}
]
},
{
"type": "entries",
"name": "Involving Ivmal",
"page": 9,
"entries": [
"Naïve {@creature Ivmal Alef|Ar7|Ivmal} might get involved in the characters' story with the following story hooks:",
{
"type": "list",
"page": 9,
"items": [
"The Pickling Guild's leadership wants to evaluate {@creature Ivmal Alef|Ar7|Ivmal} for promotion to Fermenter. They ask the characters to look into his alchemy master, Uma Tilothma, for signs of trouble. Tilothma, unfortunately, has become the target of a local necromancer known as the \"Crypt Eater\" who mistakenly believes that the old alchemist discovered the secret of returning intelligence to zombies and skeletons. Should anything happen to Tilothma, {@creature Ivmal Alef|Ar7|Ivmal} would be devastated.",
"{@creature Ivmal Alef|Ar7|Ivmal} needs rare sky-spider eggs from a particularly intimidating rival alchemist, Greta \"the Gorilla\", the only known sky-spider breeder. He asks the character to fetch the eggs for him, knowing full well that she hates {@creature Ivmal Alef|Ar7|Ivmal} and would never knowingly give him any useful ingredients. Greta is looking for someone to act as a test subject for an experimental antivenom she's developing and is willing to trade eggs if the characters volunteer.",
"As part of his studies, {@creature Ivmal Alef|Ar7|Ivmal} has been experimenting with novel food preservatives. He accidentally poisons his master, Uma Tilothma, and petitions {@creature Glorian the Secretariat|Ar7} for help, who dispatches the characters to find an antidote. {@creature Glorian the Secretariat|Ar7|Glorian} may use this opportunity to test the characters to see if they're candidates for guild membership, especially if {@creature Glorian the Secretariat|Ar7|Glorian} feels they can manipulate the characters for their own goals."
]
}
]
},
{
"type": "entries",
"name": "Nupita & Nuhara Mfala (Dragonborn, she/her)",
"page": 10,
"entries": [
{
"type": "quote",
"entries": [
"Why should we waste our time praying for miracles when the real miracles are all around us? The gods don't need us to recite chants in a dusty chapel, they expect us to get into the dirt and dig up the ruddy weed that'll cure us!"
],
"by": "Nupita & Nuhara Mfala"
},
"Blue-scaled {@creature Nupita Mfala|Ar7|Nupita} and her purple-scaled teenage daughter {@creature Nuhara Mfala|Ar7|Nuhara} are Fermenters who run a microbrewery in remote Radha's Grace, a village known for its profusion of fantastic insect life. The pair secretly collect samples of the local wildlife to use in new remedies, particularly the eggs, cast-off exoskeletons, and shucked-off chrysalides of the rare insects that thrive there. While the two love each other dearly, they often butt heads over {@creature Nuhara Mfala|Ar7|Nuhara's} independence.",
{
"type": "list",
"style": "list-hang-notitle",
"page": 10,
"items": [
{
"type": "item",
"name": "Signature Look:",
"entries": [
"Their claws are exquisitely painted with floral motifs."
]
},
{
"type": "item",
"name": "Personality:",
"entries": [
"They are practical women, dedicated to their task. {@creature Nupita Mfala|Ar7|Nupita} is somewhat anxious, while {@creature Nuhara Mfala|Ar7|Nuhara} is naturally curious."
]
},
{
"type": "item",
"name": "Statistics:",
"entries": [
"{@creature Nupita Mfala|Ar7|Nupita} uses the statistics of a {@creature druid|MM}, and {@creature Nuhara Mfala|Ar7|Nuhara} uses the statistics of a {@creature commoner|MM}."
]
}
]
}
]
},
{
"type": "entries",
"name": "Involving Nupita & Nuhara",
"page": 10,
"entries": [
"The adventurous mother-daughter duo might get involved in the characters' story with the following hooks:",
{
"type": "list",
"page": 10,
"items": [
"As soon as the characters arrive in the village, they stumble upon a public accusation: a priest named Ona claims that the \"dragon witches\" have poisoned their beer supply. In truth, Ona himself doctored the beer (with powerful but nonlethal laxatives), as he sees the women's influence as a challenge to his own.",
"On a surreptitious tryst with her paramour in the woods, {@creature Nuhara Mfala|Ar7|Nuhara} is waylaid by a hag. The pair is discovered by {@creature Nupita Mfala|Ar7|Nupita}, who bargains her own life in exchange for her daughter's freedom. Now {@creature Nuhara Mfala|Ar7|Nuhara} is back in the village, guilty, distraught, and looking for a way to free her mother from the hag's clutches.",
"{@creature Nuhara Mfala|Ar7|Nuhara} is possessed by a {@creature ghost|MM} that escalates her feelings of resentment and rebellion against her mother to an extreme degree. She approaches the characters with a fabricated story about the cruel, inhumane treatment she's experiencing at home and a plan to assassinate her mother."
]
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar7/NupitaAndNuhara.webp"
},
"altText": "A blue dragonborn plucks a leaf from a tree, while below her a purple-scaled dragonborn holds an armload of branches."
}
]
},
{
"type": "inset",
"page": 11,
"name": "Pickling vs. Fermenting",
"entries": [
"Pickling is altering and preserving food by soaking it in vinegar or another acidic liquid. Fermentation similarly alters food, but uses naturally occurring bacteria, fungi, and other organisms instead. There are overlaps between the two processes, but they're not the same thing (as any member of the Pickling Guild can tell you)!"
]
}
]
},
{
"type": "entries",
"name": "Domain Statistics",
"page": 11,
"entries": [
"If you're using the domain rules from {@link Kingdoms & Warfare|https://shop.mcdmproductions.com/products/kingdoms-and-warfare-pdf} {@footnote *|Currently unconverted for 5eTools, tracked as {@code BREW-281}.} in your game, the Pickling Guild could be an NPC or villainous realm in your game with the following statistics.",
{
"type": "entries",
"name": "Title",
"page": 11,
"entries": [
"The Pickling Guild's leader gains the following feature:",
{
"type": "entries",
"name": "Poultice Master",
"page": 11,
"entries": [
"The poultice master is immune to disease. Additionally, during a long rest, the poultice master can create a {@item Spell Scroll (2nd Level)|DMG|spell scroll} of {@spell lesser restoration|PHB} or two items chosen from the following list: {@item Antitoxin (vial)|PHB|antitoxin}, {@item Basic Poison (vial)|PHB|basic poison}, {@item potion of healing|DMG}. These items lose their potency and no longer work after 24 hours."
]
}
]
},
{
"type": "entries",
"name": "The Pickling Guild",
"page": 11,
"entries": [
"{@i Mystic circle (secret cabal)}",
{
"type": "list",
"page": 11,
"style": "list-hang",
"items": [
{
"type": "item",
"name": "Skills:",
"entries": [
"Diplomacy +0, Espionage +3, Lore +4, Operations +2"
]
},
{
"type": "item",
"name": "Defenses:",
"entries": [
"Communications 14, Resolve 13, Resources 13"
]
},
{
"type": "item",
"name": "Size:",
"entries": [
"2 ({@dice d6} Power die, 6 domain turns during intrigue)"
]
}
]
}
]
},
{
"type": "entries",
"name": "Powers",
"page": 11,
"entries": [
"All officers of this realm get the following organization powers.",
{
"type": "list",
"style": "list-hang-notitle",
"page": 11,
"items": [
{
"type": "item",
"name": "Universal Energy Field",
"page": 11,
"entries": [
"As an action, an officer takes a power die from their domain's pool and recovers a number of spell slots with a combined level equal to the number on the power die. None of the slots the officer recovers can be 6th level or higher.",
"Alternatively, as a bonus action, the officer can take a power die from their domain's pool and charge one weapon they are holding with magical energy. The officer chooses one of the following damage types: acid, cold, fire, or lightning. Until the start of the officer's next turn, the weapon deals extra damage of the chosen damage type equal to the number on the power die."
]
},
{
"type": "item",
"name": "Verdant Summons",
"page": 11,
"entries": [
"As an action, an officer takes a power die from their domain's pool and conjures a plant with a challenge rating equal to or lower than the number on the die. The plant appears in an unoccupied space that the officer can see within 30 feet of them. The officer mentally controls the actions the plant takes. The plant acts immediately when it is summoned, then immediately after the officer on the same initiative count.",
"Plants summoned by this power disappear when they are reduced to 0 hit points or after 3 rounds, whichever comes first."
]
}
]
}
]
},
{
"type": "entries",
"name": "Features",
"page": 11,
"entries": [
{
"type": "list",
"style": "list-hang-notitle",
"page": 11,
"items": [
{
"type": "item",
"name": "Curse of Vitiation",
"entries": [
"If the Pickling Guild's Communications level is 2 or higher at the start of a combat against an opposed domain's officers, the Pickling Guild chooses one lieutenant from an opposed domain. That lieutenant has disadvantage on saving throws during the combat."
]
},
{
"type": "item",
"name": "Swamp Mother (Special Unit)",
"entries": [
"As a domain action, an officer makes a {@dc 13} Lore test. On a success, the Pickling Guild musters the Swamp Mother, a special unit formed of shambling mounds. (See the \"Domains & Intrigue\" chapter in {@footnote Kingdoms & Warfare|Currently unconverted for 5eTools, tracked as {@code BREW-281}.})."
]
},
{
"type": "item",
"name": "Unravel Sorcery (1/Intrigue)",
"entries": [
"As a domain bonus action, an officer can make a Lore test against an opposed domain's Communications to learn about the magical abilities of one of that domain's officers. On a success, the Pickling Guild learns what spells the target knows and has prepared, and has advantage on saving throws against spells and other magical effects used by that officer until the end of the intrigue."
]
},
{
"type": "item",
"name": "We Were Never Here",
"entries": [
"As a domain action, an officer makes a Lore test against an opposed domain's Communications. On a success, the Pickling Guild's Communications level increases by 1 and the opposed domain's Communications level decreases by 1."
]
}
]
}
]
}
]
}
]
},
{
"type": "section",
"name": "Wonders of the Wilds",
"page": 12,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar7/Wonders.webp"
},
"altText": "A watercolor painting of a night sky occluded by a tree canopy."
},
{
"type": "entries",
"page": 12,
"style": "text-center",
"entries": [
"{@style Nature-themed magic items and spells|small-caps;dnd-font}",
"by Hannah Rose",
"",
{
"type": "inset",
"page": 12,
"entries": [
"{@style A young man wearing a cloak of leaves races through the jungle, transforming into a panther mid-leap.|small-caps;dnd-font}",
"{@style A bronze-skinned tiefling crouches in the shadow of a tall sand dune, deep in conversation with a long-eared fox.|small-caps;dnd-font}",
"{@style A statuesque elf raises her arms to greet a spring rainshower as prismatic wildflowers bloom around her.|small-caps;dnd-font}"
]
}
]
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar7/HalooftheHeaveansElf.webp"
},
"altText": "A radiant golden crown with a slitted green eye hovers over a leaf-encircled elf."
},
"Characters with a deep connection to nature protect, nurture, and explore the world around them. As they wander untold landscapes in search of adventure, they seek out or stumble upon magic items to aid them in their quests.",
"This article presents magic items designed for druids, rangers, and other characters with an affinity for the natural world. At the Game Master's discretion, the class-specific attunement requirements for an item may be waived for a character who is deeply tied to nature in some other way.",
"While the items may be available for purchase in a shop—or a swamp witch's hut—it may be most appropriate for characters to find them in the wilderness from which they draw their power.",
"{@note Where an item has a plot hook provided, it is detailed in that item's info/fluff tab.}",
{
"type": "inset",
"page": 12,
"name": "New Spells",
"entries": [
"Most spells in the descriptions of the following magic items can be found in the fifth edition core rules, but spells marked with an asterisk (*) are new spells presented at the end of this article."
]
},
{
"type": "entries",
"name": "Items",
"page": 13,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar7/HalooftheHeavens.webp"
},
"altText": "A glowing yellow crown, SinUOUS and curved, with a single green eye in the center."
},
{
"type": "list",
"style": "list-hang",
"columns": 3,
"items": [
"{@item Amulet of Woodland Speech|Ar7}",
"{@item Bag of Saplings|Ar7}",
"{@item Belt of Vines|Ar7}",
"{@item Charm of Communication|Ar7}",
"{@item Cloak of the Grove Guardian|Ar7}",
"{@item Halo of the Heavens|Ar7}",
"{@item Staff of the Desert Sands|Ar7}",
"{@item Staff of the Endless Plains|Ar7}",
"{@item Staff of the Frozen Tundra|Ar7}",
"{@item Staff of the Granite Peaks|Ar7}",
"{@item Staff of the Swamplands|Ar7}",
"{@item Staff of the Tides|Ar7}",
"{@item Subterranean Staff|Ar7}",
"{@item Staff of the Seasons|Ar7}",
"{@item Wildflower Wand|Ar7}"
]
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar7/TheGranitePeaks.webp"
},
"altText": "Four figures crossing a wide, wooden bridge suspended between two stony peaks. A bright sunset illuminates rivers running between mountains in the distance."
}
]
},
{
"type": "entries",
"name": "Creatures",
"page": 14,
"entries": [
{
"type": "list",
"style": "list-hang-notitle",
"columns": 2,
"items": [
{
"type": "statblock",
"tag": "creature",
"source": "Ar7",
"name": "Krakenvine",
"page": 14
},
{
"type": "statblock",
"tag": "creature",
"source": "Ar7",
"name": "Thornbush",
"page": 14
}
]
}
]
},
{
"type": "entries",
"name": "Spells of the Wilds",
"page": 20,
"entries": [
"At the GM's discretion, any spell can be made available to other classes or subclasses not listed below.",
{
"type": "list",
"style": "list-hang-notitle",
"columns": 2,
"page": 20,
"items": [
{
"type": "entries",
"name": "Druid Spells",
"page": 20,
"entries": [
{
"type": "list",
"style": "list-hang-notitle",
"page": 20,
"items": [
{
"type": "item",
"name": "1st Level",
"entries": [
"",
"{@spell Instant freeze|Ar7} (evocation)"
]
},
{
"type": "item",
"name": "2nd Level",
"entries": [
"",
"{@spell Flurry of icicles|Ar7} (evocation)",
"{@spell Tremorsense|Ar7} (transmutation)"
]
},
{
"type": "item",
"name": "3rd Level",
"entries": [
"",
"{@spell Dust cloud|Ar7} (conjuration)",
"{@spell Jet of water|Ar7} (conjuration)"
]
},
{
"type": "item",
"name": "4th Level",
"entries": [
"",
"{@spell Ice sheet|Ar7} (conjuration)",
"{@spell Maelstrom avatar|Ar7} (transmutation)"
]
},
{
"type": "item",
"name": "5th Level",
"entries": [
"",
"{@spell Sandstorm|Ar7} (evocation)"
]
}
]
}
]
},
{
"type": "entries",
"name": "Ranger Spells",
"page": 20,
"entries": [
{
"type": "list",
"style": "list-hang-notitle",
"page": 20,
"items": [
{
"type": "item",
"name": "2nd Level",
"entries": [
"",
"{@spell Tremorsense|Ar7} (transmutation)"
]
},
{
"type": "item",
"name": "3rd Level",
"entries": [
"",
"{@spell Dust cloud|Ar7} (conjuration)"
]
},
{
"type": "item",
"name": "4th Level",
"entries": [
"",
"{@spell Maelstrom avatar|Ar7} (transmutation)"
]
},
{
"type": "item",
"name": "5th Level",
"entries": [
"",
"{@spell Sandstorm|Ar7} (evocation)"
]
}
]
}
]
},
{
"type": "entries",
"name": "Sorcerer Spells",
"page": 20,
"entries": [
{
"type": "list",
"style": "list-hang-notitle",
"page": 20,
"items": [
{
"type": "item",
"name": "1st Level",
"entries": [
"",
"{@spell Instant freeze|Ar7} (evocation)"
]
},
{
"type": "item",
"name": "2nd Level",
"entries": [
"",
"{@spell Flurry of icicles|Ar7} (evocation)"
]
},
{
"type": "item",
"name": "3rd Level",
"entries": [
"",
"{@spell Dust cloud|Ar7} (conjuration)"
]
},
{
"type": "item",
"name": "4th Level",
"entries": [
"",
"{@spell Ice sheet|Ar7} (conjuration)"
]
}
]
}
]
},
{
"type": "entries",
"name": "Warlock Spells",
"page": 20,
"entries": [
{
"type": "list",
"style": "list-hang-notitle",
"page": 20,
"items": [
{
"type": "item",
"name": "3rd Level",
"entries": [
"",
"{@spell Dust cloud|Ar7} (conjuration)"
]
},
{
"type": "item",
"name": "4th Level",
"entries": [
"",
"{@spell Maelstrom avatar|Ar7} (transmutation)"
]
},
{
"type": "item",
"name": "5th Level",
"entries": [
"",
"{@spell Sandstorm|Ar7} (evocation)"
]
}
]
}
]
},
{
"type": "entries",
"name": "Wizard Spells",
"page": 20,
"entries": [
{
"type": "list",
"style": "list-hang-notitle",
"page": 20,
"items": [
{
"type": "item",
"name": "1st Level",
"entries": [
"",
"{@spell Instant freeze|Ar7} (evocation)"
]
},
{
"type": "item",
"name": "2nd Level",
"entries": [
"",
"{@spell Flurry of icicles|Ar7} (evocation)"
]
},
{
"type": "item",
"name": "3rd Level",
"entries": [
"",
"{@spell Dust cloud|Ar7} (conjuration)",
"{@spell Jet of water|Ar7} (conjuration)"
]
},
{
"type": "item",
"name": "4th Level",
"entries": [
"",
"{@spell Ice sheet|Ar7} (conjuration)"
]
}
]
}
]
}
]
}
]
}
]
},
{
"type": "section",
"name": "Aethelfaer",
"page": 23,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar7/LeafSplash.webp"
},
"altText": "A stylistic header image of a leaf with raindrops."
},
{
"type": "entries",
"page": 12,
"style": "text-center",
"entries": [
"{@style A warden of nature and a forest-themed encounter|small-caps;dnd-font}",
"by Sara Thompson"
]
},
{
"type": "inset",
"page": 23,
"style": "italic",
"entries": [
"A figure stalks the forest, blending with foliage and underbrush, eyes locked on his target. The doe heedlessly chews on grass and moss, oblivious to the hunter lurking between the trees. Deft fingers crafted from elm and owlbear teeth notch an arrow, hooking it on the sinew of the bowstring and drawing back. The raven feather fletching kisses the hunter's cheek—a soft caress as he sets his shoulders, straightens his spine, and takes in a slow, deep breath. The forest pauses. All is still. The world comes down to this one moment.",
"The arrow. The deer.",
"Release.",
"The arrow flies, the doe jolts. Large eyes opened wide, joints locked in fright. It's a clean shot, straight through the neck. The deer staggers, its cry sharply cut off, before keeling to the ground, lifeless. Its suffering was short, as intended. The hunter approaches, the fingers of the elm wood prosthetic that forms his right arm flexing as he draws out a hunting knife, the blade serrated and hooked at the point. He thanks the spirits of the forest, for this kill shall serve him greatly, and kneels down, setting to work. None of this shall go to waste."
]
},
"{@creature Aethelfaer|Ar7} {@code [pr. eθəɫfeə: / EH-thell-fair]} is a male wood elf, committed to the nomadic lifestyle of roaming the forests and grasslands, protecting the wildlife and offering aid to those in need. He's patient and calm, with an unflappable persona built on years of hunting and tracking.",
"{@creature Aethelfaer|Ar7} inherited a genetic condition called meromelia, a syndrome that causes the partial absence of limbs. As a result, {@creature Aethelfaer|Ar7} is missing the lower part of his right arm from just above the elbow and has no right foot. Though he can navigate his life just fine on his own, he chooses to wear and make use of prosthetics.",
"His right arm is crafted from red elm and owlbear teeth, with a hidden compartment inside the wrist where he stores a small container of poison for emergencies. His prosthetic foot is made of yew that has gone through the same magical strengthening and flexibility treatment as his longbow.",
"A formidable warrior and deadly archer, {@creature Aethelfaer|Ar7} takes desecration and disrespect of the forest as a grave offense, and hunts his enemies to the end of the world if he must. As an ally, he is loyal, fair, and a true friend. However, once his respect is lost, it is gone forever.",
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar7/Aethelfaer.webp"
},
"altText": "An elven warrior with an ornate prosthetic right arm and leg draws a bow as he steps over a fallen log."
},
{
"type": "entries",
"name": "Aethelfaer in Your Game",
"page": 24,
"entries": [
"Though {@creature Aethelfaer|Ar7} is a good-aligned character, his interactions with the characters can vary. He could guide the characters through dense and wild forests, help them navigate the ruins of an ancient temple hidden in the trees, or arrive at a critical moment to aid them in a deadly encounter in the woods. He could seek out the characters to ask for their help ending a threat to his forest. But he can also act as an antagonist, a relentless hunter seeking vengeance against characters who, even unknowingly, slighted or dishonored the spirits of the forest.",
"If one of the characters impresses {@creature Aethelfaer|Ar7}—for example, if they save his life or show great admiration and respect for the forest—he grants them a boon by performing a magic ritual. He douses the character with water from a sacred forest spring and asks them to drink herbal tea made from moss, flowers, and the roots of ancient trees. A character who participates in the ritual gains the following boon:",
{
"type": "statblock",
"tag": "reward",
"source": "Ar7",
"name": "Friend of the Forest",
"page": 24
}
]
},
{
"type": "entries",
"name": "Aethelfaer Plot Hooks",
"page": 25,
"entries": [
"You can roll on the table {@homebrew below|on p. 25} or choose a plot hook to bring {@creature Aethelfaer|Ar7} into your campaign.",
{
"type": "statblock",
"tag": "table",
"source": "Ar7",
"name": "Aethelfaer Plot Hooks",
"page": 25
}
]
},
{
"type": "entries",
"name": "Aethelfaer in Combat",
"page": 26,
"entries": [
{
"type": "statblock",
"tag": "creature",
"source": "Ar7",
"name": "Aethelfaer",
"page": 26
},
"In combat, {@creature Aethelfaer|Ar7} aims to fight at a distance. If he works with the characters, {@creature Aethelfaer|Ar7} slips into the shadows to provide ranged support from the flank. If battling the characters, he casts {@spell hunter's mark} on a foe with spellcasting prowess and then uses his superior speed to keep firing as he moves away from his enemies. The ranger uses poisoned arrows on enemies who get within 40 feet of him or who need to come down quickly. His spells are supportive and beneficial to both his allies and himself, allowing for stealth, healing, and enhancing combat skill sets.",
{
"type": "statblock",
"tag": "language",
"source": "Ar7",
"name": "Common Signs",
"page": 27,
"style": "inset"
}
]
},
{
"type": "entries",
"name": "Encountering Aethelfaer",
"page": 27,
"entries": [
"You can use the following encounter to introduce {@creature Aethelfaer|Ar7} to the characters when they are around 4th level.",
"As the characters travel a forest trail, they stumble upon a strange sight: a harried wood elf engaged with an enraged unicorn.",
{
"type": "insetReadaloud",
"page": 27,
"entries": [
"You step out from the trees into a small clearing where a tall elf stands with his hands raised, attempting to calm, of all things, a unicorn. It wails and screeches, eyes rolling and mouth frothing violently as foul-smelling demons surround the pair, gnashing their teeth. The elf wears a bow over one shoulder and a sword at his hip, but reaches for neither. The unicorn rears up, lashing out a foreleg, and he jumps back, barely dodging the heavy hoof aimed for his head. The small demons snarl, advancing to attack the elf."
]
},
"{@creature Aethelfaer|Ar7} faces {@creature Onriel|Ar7}, a unicorn, and eight {@creature Dretch|MM|dretches}. Unbeknownst to the characters and {@creature Aethelfaer|Ar7}, the unicorn was enchanted with a magical burr created by {@creature Granny Roachhand|Ar7}, a night hag who also summoned the {@creature Dretch|MM|dretches}. She can cast the {@spell giant insect} spell once per day with her Innate Spellcasting trait (and she carries a live {@creature scorpion|MM} for the purpose).",
"She wants to rule the forest and hopes to rid the wood of its wardens, {@creature Onriel|Ar7} and {@creature Aethelfaer|Ar7}, with this one curse. {@creature Granny Roachhand|Ar7} drank a {@item potion of invisibility|DMG} so she could watch the action in person. She silently stands nearby.",
"{@creature Aethelfaer|Ar7} is no coward and is capable of fighting back, but avoids harming creatures unless he deems it absolutely necessary. Unicorns are beautiful and proud celestials with generally gentle dispositions. {@creature Aethelfaer|Ar7} admires them as creatures of the old gods of the forest. He refuses to hurt {@creature Onriel|Ar7}, and can't abide anyone killing the unicorn. He is fine with killing the {@creature Dretch|MM|dretches}.",
{
"type": "image",
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"altText": "A unicorn standing in a clearing."
},
{
"type": "entries",
"name": "Onriel's Curse",
"page": 28,
"entries": [
"Granny Roachhand's curse makes {@creature Onriel|Ar7} want to kill {@creature Aethelfaer|Ar7} and any other creatures that get in the way. The unicorn views the {@creature Dretch|MM|dretches} as allies.",
"A character who casts the {@spell detect magic} spell or who succeeds on a {@dc 15} Intelligence ({@skill Arcana}) check knows that {@creature Onriel|Ar7} is under the effect of an enchantment caused by a prickly burr stuck in the unicorn's mane. A character who succeeds on a {@dc 15} Wisdom ({@skill Perception}) check notices that the burr has a slight red glow to it. The {@spell lesser restoration}, {@spell dispel magic}, {@spell protection from evil and good}, or {@spell remove curse} spells or similar magic end the enchantment. A character who makes a successful {@dc 17} Strength ({@skill Athletics}) or Dexterity ({@skill Sleight of Hand}) check as an action can remove the burr from the unicorn, ending the enchantment. Reducing {@creature Onriel|Ar7} to 0 hit points and stabilizing the unicorn ends the enchantment, though {@creature Aethelfaer|Ar7} reacts as though the characters had killed the unicorn (see \"Aftermath\") unless the characters succeed on a {@dc 15} Charisma ({@skill Persuasion}) check to convince the ranger that it was the proper course to save {@creature Onriel|Ar7}. When the curse ends, {@creature Onriel|Ar7} enters a deep slumber as the magic leaves the unicorn's body, becoming {@condition unconscious} for 1 hour.",
{
"type": "entries",
"name": "Aethelfaer's Hint",
"page": 28,
"entries": [
"If the characters can't decide how to approach the {@creature Onriel|Ar7} situation, {@creature Aethelfaer|Ar7} notices the glowing burr and asks them to remove it while he distracts the unicorn."
]
}
]
},
{
"type": "entries",
"name": "Getting Involved",
"page": 28,
"entries": [
"When the characters arrive, half the {@creature Dretch|MM|dretches} rush to meet them in combat so the unicorn can kill {@creature Aethelfaer|Ar7}. The demons fight until destroyed.",
"{@creature Aethelfaer|Ar7} is surprised to see unfamiliar faces this far in the forest, but he won't turn help away. He makes it incredibly clear that the unicorn is not to be harmed, declaring that something must be wrong for {@creature Onriel|Ar7} to behave this way. If the characters rush to attack the unicorn, they make an enemy out of {@creature Aethelfaer|Ar7}, who fights to defend {@creature Onriel|Ar7} against any threat.",
"Subduing or killing the unicorn results in a frustrated {@creature Granny Roachhand|Ar7} revealing herself by attacking the characters for interfering with her plans. When she appears, {@creature Aethelfaer|Ar7} curses and calls out:",
{
"type": "insetReadaloud",
"page": 28,
"entries": [
{
"type": "quote",
"entries": [
"Face me yourself, coward! No more tricks. Your kind is not welcome here."
],
"by": "Aethelfaer"
}
]
},
"{@creature Aethelfaer|Ar7} joins the fight against the hag. She casts {@spell giant insect} to create an {@creature giant scorpion|MM|enormous scorpion} and then rides on its back, casting {@spell magic missile} at enemies or attacking with her claws if the characters dare engage her in melee. Remaining {@creature Dretch|MM|dretches} attack the {@condition unconscious} {@creature Onriel|Ar7} or the characters if the unicorn is dead. At your discretion, four more {@creature Dretch|MM|dretches} might claw their way up out of the Lower Planes if the characters already dispatched all or most of the demons before the hag appears. Granny Roachhand battles the characters until she is reduced to 30 hit points or fewer, at which point she casts {@spell plane shift} to escape. As she disappears, she cries:",
{
"type": "insetReadaloud",
"page": 29,
"entries": [
{
"type": "quote",
"entries": [
"You haven't seen the last of me, ranger. Flee my wode while you can."
],
"by": "Granny Roachhand"
}
]
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar7/OnrielCombat.webp"
},
"altText": "A unicorn rearing up on hind legs, ready to strike Aethelfaer."
}
]
},
{
"type": "entries",
"name": "Aftermath",
"page": 29,
"entries": [
"If the characters save {@creature Onriel|Ar7}, {@creature Aethelfaer|Ar7} is in their debt. He could ask the characters for more help (see \"{@table Aethelfaer Plot Hooks|Ar7}\"), offer to travel with them to the hag's nearby lair to end her threat against the forest once and for all, or even offer to accompany them on their adventures as a retainer (see \"Aethelfaer as a Retainer\").",
"If the characters fail to save {@creature Onriel|Ar7}, {@creature Aethelfaer|Ar7} leaves after the battle, slipping into the woods. He becomes their enemy, shadowing them whenever they enter the forest and intervening whenever they commit the smallest offense, ready to kill.",
{
"type": "inset",
"name": "Granny Roachhand",
"page": 30,
"entries": [
"Granny Roachhand's coven of night hags in the Lower Planes exiled her for scheming against the other sisters. She recently came to Aethelfaer's forest and plots to corrupt the beasts and plants in the wode to create an army of loyal servants. Her goal is to claim the forest as her domain and torture unsuspecting travelers who enter the woods for fun, but {@creature Aethelfaer|Ar7} and {@creature Onriel|Ar7} keep foiling her plans."
]
}
]
}
]
},
{
"type": "entries",
"name": "Aethelfaer as a Retainer",
"page": 30,
"entries": [
"Retainers first appeared in {@book Strongholds & Followers|SaF|8|Retainers} and are unique NPC followers who ally with the characters. These adventurers are easy-to-run secondary characters controlled by players. Below is a retainer stat block for Aethelfaer.",
"The full rules for retainers are explained in {@book Strongholds & Followers|SaF|8|Retainers}.",
{
"type": "statblock",
"tag": "creature",
"source": "Ar7",
"name": "Aethelfaer Retainer",
"page": 30,
"style": "inset"
}
]
},
{
"type": "entries",
"name": "Aethelfaer's Disability",
"page": 30,
"entries": [
"{@creature Aethelfaer|Ar7} was born with his disability and chooses to wear prosthetics to help him perform certain tasks when adventuring. Unlike someone who may have lost a limb due to injury, illness, or amputation, {@creature Aethelfaer|Ar7} doesn't experience phantom limb syndrome, as his right arm and foot were never there to begin with. This also means that nothing short of a wish spell could reform these appendages, but {@creature Aethelfaer|Ar7} doesn't seek to \"cure\" himself. In fact, he would be greatly insulted if offered or forced into a situation where such a spell is brought up as a means to somehow \"fix\" him. He has no need to be \"fixed\" or \"cured\" and little patience for those ignorant enough to think otherwise.",
"The ranger is open about his disability and happy to answer questions others may have, but he doesn't suffer fools. {@creature Aethelfaer|Ar7} is an expert in knowing who is being genuine and who is deliberately ignorant or rude.",
{
"type": "entries",
"name": "Prosthetics",
"page": 30,
"entries": [
"Aethelfaer's prosthetic arm and foot slot over the stump of each limb and are further secured in place by leather harnesses: one around his shin and calf, and the other around his chest, sitting under his armor. It takes {@creature Aethelfaer|Ar7} 2 minutes to secure each harness and roughly 30 seconds to remove them.",
"To prevent chafing or bruising—especially when wearing a prosthetic for long periods of time—Aethelfaer's stumps are protected by \"socks\". These pieces of fabric are rolled up and folded down to cover the skin and protect the area where the stump meets the cup of the prosthetic. At the start and end of each day, {@creature Aethelfaer|Ar7} uses powdered talc to keep the skin dry and free from any rashes, uncomfortable chafing, and blistering, particularly on warm days or when the humidity is high.",
"When traveling or in an unknown location, {@creature Aethelfaer|Ar7} sleeps with his prosthetics on in case of an ambush or need to escape. However, if he is in a place he knows to be secure and safe, {@creature Aethelfaer|Ar7} removes his prosthetics to sleep and uses an underarm crutch under his left arm for support when moving around.",
{
"type": "entries",
"name": "Hidden Compartment",
"page": 30,
"entries": [
"{@creature Aethelfaer|Ar7} has a hidden compartment in his prosthetic arm, running the length of the inside of his wrist. By pressing the heel of his thumb (which requires no action), this slot pops open and reveals a metal groove packed with a strange paste. This alchemical component is a personal poison {@creature Aethelfaer|Ar7} has created himself, and exposing the compartment allows him to swiftly coat the head of any arrow or blade he draws with a toxic coating to deal extra damage."
]
},
{
"type": "entries",
"name": "Natural Grip",
"page": 31,
"entries": [
"Aethelfaer's prosthetic foot is crafted to have the general shape of a deer's hoof. This allows for a greater range of motion in the ankle joint and enables that foot to take significant impact when running, climbing, or performing athletic or dexterous feats. The wedge of the prosthetic's foot provides a better grip on mountainous and rocky environments, as well as the typical underbrush of the forest and dirt of the grassland. The flexibility of this prosthetic is showcased greatly whenever {@creature Aethelfaer|Ar7} is running or if he is lightly bouncing on the balls of his feet—something he does often when nervous or agitated."
]
}
]
},
{
"type": "entries",
"name": "Aethelfaer's Craftsmanship",
"page": 31,
"entries": [
"If the characters don't make an enemy of {@creature Aethelfaer|Ar7}, he is happy to craft prosthetic limbs for characters who need them. However, characters need to find and provide him with the materials to do so. To craft a prosthetic arm or hand, {@creature Aethelfaer|Ar7} needs wood (any kind), leather straps, {@creature owlbear|MM} teeth, sinew, and resin. To craft a prosthetic leg or foot, he needs yew wood, leather straps, deer antler (ethically sourced), sinew, and resin. {@creature Aethelfaer|Ar7} knows a magical strengthening and flexibility wood treatment that is iconic of wood elf bow crafting and used in the creation of his prosthetics.",
"If a character supplies {@creature Aethelfaer|Ar7} with the components, he doesn't charge them for the service.",
{
"type": "entries",
"name": "Prosthetic Stats",
"page": 31,
"entries": [
"A prosthetic limb presents no advantages or disadvantages whenever you are wearing it, and you can perform all typical motor skills from everyday to fine. Prosthetics require no attunement and are secured to your body using a harness that sits underneath your armor. It takes 2 minutes to don the harness and 30 seconds to remove it. Prosthetic limbs can't be knocked off unless the harness is somehow destroyed.",
"Custom-made prosthetics, such as the ones worn by {@creature Aethelfaer|Ar7}, can provide benefits to you. See \"Hidden Compartment\" and \"Natural Grip\" for ideas.",
"{@b It is extremely important for Game Masters and other players to remember that disability isn't a punishment and shouldn't be held against a character.}"
]
},
{
"type": "entries",
"name": "Missing Arm",
"page": 31,
"entries": [
"If you aren't wearing your prosthetic arm/hand, you have disadvantage on wielding two-handed weapons and on ability checks using fine motor skills if you are only using that arm/hand."
]
},
{
"type": "entries",
"name": "Missing Leg",
"page": 31,
"entries": [
"If you aren't wearing your prosthetic leg/foot, your walking speed is reduced by 5 feet unless you are using mobility aids such as crutches or a wheelchair."
]
}
]
},
{
"type": "entries",
"name": "More than a Disability",
"page": 31,
"entries": [
"Disabilities are very much a part of our lives, but aren't what solely define a person. {@creature Aethelfaer|Ar7} does and should have interests as a fleshed-out character, with his disability making up only a part of who he is. As such, it's important to note that {@creature Aethelfaer|Ar7} enjoys hunting, whittling animals out of wood, and gathering plants and herbs to produce potions and tinctures he then sells or trades for supplies. He is knowledgeable in the horticulture of forests and grasslands, and is exceedingly fond of ravens and other corvids."
]
}
]
}
]
},
{
"type": "section",
"name": "Author Profiles",
"page": 32,
"entries": [
{
"type": "entries",
"entries": [
{
"type": "list",
"style": "list-hang-notitle",
"columns": 2,
"page": 32,
"items": [
"{@b Sharang Biswas} has won IndieCade and IGDN awards for roleplaying games, and has showcased interactive works at institutions such as The Institute of Contemporary Art in Philadelphia, Pioneer Works in Brooklyn, and The Museum of the Moving Image in Queens. He has written for games such as {@i Spire, Sea of Legends, Jiangshi: Blood on the Banquet Hall, Into the Motherlands}, and {@i Dungeons & Dragons Live}, while his essays and fiction have appeared or are forthcoming in Dicebreaker, Eurogamer, Lightspeed Magazine, Fantasy Magazine and more. He is the co-editor of \"Honey & Hot Wax: An Anthology of Erotic Art Games\" (Pelgrane Press, 2020), and \"Strange Lusts / Strange Loves: An Anthology of Erotic Interactive Fiction\" (Strange Horizons, 2021).",
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar7/SharangBiswas.webp"
},
"altText": "Photo of Sharang Biswas."
}
]
},
{
"type": "list",
"style": "list-hang-notitle",
"columns": 2,
"page": 32,
"items": [
"{@b Hannah Rose} is a freelance game designer, editor, and professional nerd. Notable credits include {@book Explorer's Guide to Wildemount|EGW} and {@book The Wild Beyond the Witchlight|WBtW} (Wizards of the Coast), {@loader Tal'Dorei Campaign Setting Reborn (Critical Role / Darrington Press)|book/Darrington Press; Tal'Dorei Campaign Setting Reborn.json}, and ARCADIA (MCDM). She enjoys long novels and large mugs of tea, and is assisted—or hindered, depending on the day—by two feline familiars.",
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar7/HannahRose.webp"
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"altText": "Photo of Hannah Rose."
}
]
},
{
"type": "list",
"style": "list-hang-notitle",
"columns": 2,
"page": 32,
"items": [
"{@b Sara Thompson} is a disabled writer and game designer for tabletop roleplaying games, focusing on positive representation of disability and accessibility. Creator of the {@loader Combat Wheelchair|collection/Sara Thompson; The Combat Wheelchair.json}, their work has appeared in Critical Role, Idle Champions of the Forgotten Realms, as well as in games by established publishers R. Talsorian Games, Paizo, SteamForged, and more.",
{
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"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar7/SaraThompson.webp"
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"altText": "Photo of Sara Thompson."
}
]
}
]
}
]
},
{
"type": "section",
"name": "License",
"page": 33,
"entries": [
"OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc (\"Wizards\"). All Rights Reserved.",
{
"type": "list",
"style": "list-decimal",
"columns": 2,
"page": 147,
"items": [
"Definitions: (a)\"Contributors\" means the copyright and/or trademark owners who have contributed Open Game Content; (b)\"Derivative Material\" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) \"Distribute\" means to reproduce, License, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)\"Open Game Content\" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) \"Product Identity\" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, Spells, enchantments, personalities, teams, personas, likenesses and Special abilities; places, locations, environments, creatures, Equipment, magical or supernatural Abilities or Effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the OPEN Game Content; (f) \"Trademark\" means the logos, names, mark, sign, motto, designs that are used by a Contributor to Identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) \"Use\", \"Used\" or \"Using\" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) \"You\" or \"Your\" means the licensee in terms of this agreement.",
"The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or Conditions may be applied to any Open Game Content distributed using this License.",
"Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.",
"Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive License with the exact terms of this License to Use, the Open Game Content.",
"Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original Creation and/or You have sufficient rights to grant the rights conveyed by this License.",
"Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.",
"Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a Challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.",
"Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.",
"Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.",
"Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.",
"Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.",
"Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.",
"Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.",
"Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.",
"COPYRIGHT NOTICE",
"Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.",
"System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.",
"ARCADIA Issue 7. Copyright 2021, MCDM Productions, LLC. Authors: Sharang Biswas, Hannah Rose, Sara Thompson, and James Introcaso"
]
}
]
}
]
}
],
"language": [
{
"name": "Common Signs",
"source": "Ar7",
"entries": [
"Unlike {@language thieves' cant}, which is a pidgin of borrowed signs, verbal words, and symbols from multiple languages, Common Signs is a complete sign language, borrowing from {@language Dwarvish}, {@language Elvish}, and {@language Undercommon}. It is considered a universal language and adapted by disabled communities, especially within cities. As such, most people across the realm can communicate using it.",
"Common Signs is designed to be easy to learn, and spellcasters can make use of it to cast their spells. Effects that prevent casting spells with verbal components, such as the area of silence created by the {@spell silence} spell, are still effective against casters who use Common Signs. While affected by such a spell or effect, the caster forgets the important signs needed to cast spells with verbal components."
]
}
],
"table": [
{
"name": "Aethelfaer Plot Hooks",
"source": "Ar7",
"page": 25,
"colLabels": [
"d12",
"Plot Hook"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"1",
"Aethelfaer finds the characters lost in the forest. He promises to lead them to their destination if they help him take on a local necromancer creating zombie versions of beasts and plants."
],
[
"2",
"A rival group of adventurers challenges the characters to a hunt in Aethelfaer's forest. Whoever claims the head of the legendary silver hart wins a chest of gold. But it's a trap! The rivals don't intend to participate and know that a hunter in the woods stalks any who dare harm the hart."
],
[
"3",
"The characters unknowingly trespass into a sacred domain deep within the forest. Aethelfaer appears, claiming that they have disturbed the ancient gods of the forest and the deities demand recompense. This must come in the form of an offering made by sundown the next day at an altar within an underground catacomb. If they refuse or fail to do so, Aethelfaer declares that they will be cursed for the rest of their lives."
],
[
"4",
"Aethelfaer approaches the characters as they set up camp, seeking their aid in slaying what he calls a dark spirit that possesses an ancient redwood tree in the forest. Its presence poisoned the surrounding woodland, turning the creatures into zombie drones and making the trees aggressive. One such tree attacked Aethelfaer and he was lucky to get away with his life. He believes this dark power is something bigger than he alone can handle. He offers the characters a magical item from the forest gods (such as a {@item staff of the woodlands|DMG} or an item from \"{@book Wonders of the Wilds|Ar7|3|Items}\" in this issue) as payment for helping him end the threat."
],
[
"5",
"Throughout the forest are ancient statues of old forest gods, all of them animal-esque in design. Somehow, they have become animated and are attacking travelers as they walk the paths. The players are attacked by one such statue as they pass through the forest. Aethelfaer appears after or part way through combat to lend assistance and explain the situation."
],
[
"6",
"A nearby settlement started culling wolves in response to attacks on their farm animals. Aethelfaer is adamant that it isn't the wolves attacking and is saddened by the settlers' decision. He wants to prove the beasts' innocence and suspects there is something else going on. The ranger appeals to the characters for assistance."
],
[
"7",
"A group of deserter soldiers set up a fortified camp in the forest, seeking refuge and the chance to live in peace with their families and loved ones, far from the horrors of war. However, a hidden hunter (Aethelfaer) stalks the woods around them, shooting arrows at them whenever they attempt to hunt a nearby herd of elk. Food is running short but the hunter is relentless; the refugees are growing desperate and beg the characters for help. What the refugees don't know is that the elk are an incredibly rare breed, almost extinct. Aethelfaer has taken it upon himself to be the protector of the herd, defending them from any and all threats."
],
[
"8",
"A well-meaning but inexperienced witch recently moved into the forest, seeking respite from the overwhelming life of the city. Whilst planting a herb garden, they used magic to help the seeds stay safe from birds, but the spell backfired. The seeds are safe and growing, but the birds' appetites have changed to carnivorous. Now the feathered creatures attack other animals and any people who enter the forest. Aethelfaer promised to help the witch by finding someone who has arcane training enough to somehow reverse the spell. The characters might enact a ritual or know someone capable who they can escort through the forest of carnivorous birds."
],
[
"9",
"A rich, spoiled noble is intent on building his \"summer home\" in the forest, uncaring that he will destroy a site sacred to the gods and wood elves. Aethelfaer discovered his workers disturbing the ancient structures and became enraged, confronting them. Weapons were raised and the noble drew a pistol, landing a lucky shot in Aethelfaer's shoulder and forcing him to retreat. Determined to stop this construction work, a wounded Aethelfaer seeks the help of the passing characters."
],
[
"10",
"A group of unruly satyrs robs travelers as they camp in the forest, taking everything of value. The characters are their next victims and wake to find some of their belongings missing and an unimpressed Aethelfaer asking if they saw anything during the night."
],
[
"11",
"Aethelfaer appears before the characters, dropping down from the trees as they travel through the forest. He warns them against leaving or straying too far from their campsite at night and to ignore any voices they hear calling out, even if they think they recognize them. Something evil amongst the trees is luring people in, and they are never be seen again."
],
[
"12",
"Carved arcane symbols and talismans keep appearing amongst the trees, all of them resembling sweets and baked goods, marking what the locals have taken to calling the Trail of Sweets. The surrounding settlements send children they can't afford to feed down this trail, and the children wander off into the forest, never to be seen again. The nomadic ranger, Aethelfaer, senses something dark lurking in the heart of the forest."
]
]
}
],
"variantrule": [
{
"name": "Pickling Guild: Goods and Services",
"source": "Ar7",
"page": 7,
"ruleType": "O",
"entries": [
"A chapterhouse or a guild-controlled shop may offer the following goods or services:",
{
"type": "list",
"page": 7,
"items": [
"The fermenting or pickling of specific fruits/vegetables—1 gp per pound of food",
"A cup of rare tea, coffee, or chocolate—5 sp",
"An exotic wine, beer, or liquor—10 gp per bottle",
"Alchemist's supplies specialized in pickling and fermenting—50 gp",
"Books on pickling and fermenting—20 gp each",
"A private lesson on the art of pickling for groups of up to 10 individuals—100 gp for an hour"
]
}
]
}
],
"reward": [
{
"name": "Friend of the Forest",
"source": "Ar7",
"page": 24,
"type": "Boon",
"entries": [
"Moving through nonmagical {@quickref difficult terrain||3} in a forest doesn't cost you extra movement. While in a forest, you can cast the {@spell spike growth} spell, requiring no material components. Wisdom is your spellcasting ability for this spell. You can cast the spell twice in this way without expending a spell slot, and you regain all expended uses when you finish a long rest."
]
}
],
"monster": [
{
"name": "Akangsha Sundarbandar",
"source": "Ar7",
"page": 8,
"isNpc": true,
"hasFluff": true,
"type": {
"type": "humanoid",
"tags": [
"halfling"
]
},
"_copy": {
"name": "Mage",
"source": "MM",
"_mod": {
"*": {
"mode": "replaceTxt",
"replace": "the mage",
"with": "Akangsha",
"flags": "i"
}
}
},
"fluff": {
"_monsterFluff": {
"name": "Akangsha Sundarbandar",
"source": "Ar7"
}
},
"tokenUrl": "https://5e.tools/img/MM/Mage.png",
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"Akangsha is a 9th-level spellcaster. Their spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). Akangsha has the following wizard spells prepared:"
],
"spells": {
"0": {
"spells": [
"{@spell light}",
"{@spell mage hand}",
"{@spell mending}",
"{@spell poison spray}"
]
},
"1": {
"slots": 4,
"spells": [
"{@spell detect magic}",
"{@spell false life}",
"{@spell grease}",
"{@spell unseen servant}"
]
},
"2": {
"slots": 3,
"spells": [
"{@spell acid arrow}",
"{@spell gentle repose}"
]
},
"3": {
"slots": 3,
"spells": [
"{@spell animate dead}",
"{@spell glyph of warding}",
"{@spell vampiric touch}"
]
},
"4": {
"slots": 3,
"spells": [
"{@spell blight}",
"{@spell Mordenkainen's Private Sanctum|PHB|private sanctum}"
]
},
"5": {
"slots": 1,
"spells": [
"{@spell hold monster}"
]
}
},
"ability": "int",
"type": "spellcasting"
}
],
"savingThrowForcedSpell": [
"constitution",
"dexterity",
"wisdom"
]
},
{
"name": "Glorian the Secretariat",
"isNpc": true,
"source": "Ar7",
"page": 9,
"hasFluff": true,
"alias": [
"Tchilinfallorsh"
],
"fluff": {
"_monsterFluff": {
"name": "Glorian the Secretariat",
"source": "Ar7"
}
},
"_copy": {
"name": "Doppelganger",
"source": "MM",
"_mod": {
"*": {
"mode": "replaceTxt",
"replace": "the doppelganger",
"with": "Glorian",
"flags": "i"
}
}
},
"tokenUrl": "https://5e.tools/img/MM/Doppelganger.png"
},
{
"name": "Ivmal Alef",
"isNpc": true,
"source": "Ar7",
"page": 9,
"hasFluff": true,
"type": {
"type": "humanoid",
"tags": [
"human"
]
},
"fluff": {
"_monsterFluff": {
"name": "Ivmal Alef",
"source": "Ar7"
}
},
"_copy": {
"name": "Commoner",
"source": "MM",
"_mod": {
"*": {
"mode": "replaceTxt",
"replace": "the commoner",
"with": "Ivmal",
"flags": "i"
}
}
},
"tokenUrl": "https://5e.tools/img/MM/Commoner.png"
},
{
"name": "Nupita Mfala",
"isNpc": true,
"source": "Ar7",
"page": 10,
"hasFluff": true,
"type": {
"type": "humanoid",
"tags": [
"dragonborn"
]
},
"fluff": {
"_monsterFluff": {
"name": "Mfalas",
"source": "Ar7"
},
"_appendMonsterFluff": {
"name": "Nupita Mfala",
"source": "Ar7"
}
},
"_copy": {
"name": "Druid",
"source": "MM",
"_mod": {
"*": {
"mode": "replaceTxt",
"replace": "the druid",
"with": "Nupita",
"flags": "i"
}
}
},
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar7/Nupita.webp",
"hasFluffImages": true
},
{
"name": "Nuhara Mfala",
"isNpc": true,
"source": "Ar7",
"page": 10,
"hasFluff": true,
"type": {
"type": "humanoid",
"tags": [
"dragonborn"
]
},
"fluff": {
"_monsterFluff": {
"name": "Mfalas",
"source": "Ar7"
},
"_appendMonsterFluff": {
"name": "Nuhara Mfala",
"source": "Ar7"
}
},
"_copy": {
"name": "Commoner",
"source": "MM",
"_mod": {
"*": {
"mode": "replaceTxt",
"replace": "the commoner",
"with": "Nuhara",
"flags": "i"
}
}
},
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar7/Nuhara.webp",
"hasFluffImages": true
},
{
"name": "Animated Tree",
"source": "Ar7",
"page": 13,
"_copy": {
"name": "Treant",
"source": "MM"
},
"int": 1,
"cha": 1,
"languages": null,
"action": [
{
"name": "Slam",
"entries": [
"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage."
]
}
],
"tokenUrl": "https://5e.tools/img/MM/Treant.png"
},
{
"name": "Krakenvine",
"source": "Ar7",
"page": 14,
"size": [
"L"
],
"type": "plant",
"ac": [
{
"ac": 12,
"condition": "+ PB",
"from": [
"natural armor"
]
}
],
"hp": {
"special": "30 + 10 × PB"
},
"speed": {
"walk": 10
},
"str": 17,
"dex": 14,
"con": 15,
"int": 3,
"wis": 12,
"cha": 2,
"passive": 11,
"conditionImmune": [
"blinded",
"deafened"
],
"trait": [
{
"name": "Plant Camouflage",
"entries": [
"The krakenvine has advantage on Dexterity ({@skill Stealth}) checks made to hide in areas with abundant plant life."
]
},
{
"name": "Power of Nature",
"entries": [
"The krakenvine's weapon attacks are magical."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The krakenvine makes two vine lash attacks, each of which it can replace with one use of Fling."
]
},
{
"name": "Vine Lash",
"entries": [
"{@atk mw} {@hit 3 + PB} to hit, reach 10 ft., one target. {@h}{@damage 1d8 + 3 + PB} bludgeoning damage, and the target is {@condition grappled} (escape {@dc 11 + PB}). Until this grapple ends, the target is {@condition restrained}. The krakenvine can {@action grapple} up to two targets in this way at once."
]
},
{
"name": "Fling",
"entries": [
"One Medium or smaller object held or creature {@condition grappled} by the krakenvine is thrown up to 30 feet in a direction of the krakenvine's choosing and knocked {@condition prone}. If a thrown target strikes a solid surface, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a {@dc 11 + PB} Dexterity saving throw or take the same damage and be knocked {@condition prone}."
]
}
],
"actionTags": [
"Multiattack"
],
"damageTags": [
"B"
],
"miscTags": [
"MW",
"RCH"
],
"conditionInflict": [
"grappled",
"prone",
"restrained"
],
"savingThrowForced": [
"dexterity"
]
},
{
"name": "Thornbush",
"source": "Ar7",
"page": 14,
"size": [
"M"
],
"type": "plant",
"ac": [
{
"ac": 13,
"condition": "+ PB",
"from": [
"natural armor"
]
}
],
"hp": {
"special": "20 + 10 × PB"
},
"speed": {
"walk": 20
},
"str": 14,
"dex": 16,
"con": 14,
"int": 3,
"wis": 13,
"cha": 2,
"passive": 11,
"conditionImmune": [
"blinded",
"deafened"
],
"trait": [
{
"name": "Plant Camouflage",
"entries": [
"The thornbush has advantage on Dexterity ({@skill Stealth}) checks made to hide in areas with abundant plant life."
]
},
{
"name": "Power of Nature",
"entries": [
"The thornbush's weapon attacks are magical."
]
},
{
"name": "Stickler",
"entries": [
"When the thornbush hits a creature with an {@action opportunity attack}, that creature's speed becomes 0 for the rest of the turn. Creatures provoke {@action opportunity attack|PHB|opportunity attacks} from the thornbush even if they take the {@action Disengage} action before leaving its reach."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The thornbush makes a number of thorny strike attacks equal to half your proficiency bonus, rounded down."
]
},
{
"name": "Thorny Strike",
"entries": [
"{@atk mw} {@hit 3 + PB} to hit, reach 10 ft., one target. {@h}{@damage 2d4 + 3 + PB} piercing damage."
]
}
],
"actionTags": [
"Multiattack"
],
"miscTags": [
"MW",
"RCH"
]
},
{
"name": "Aethelfaer",
"isNamedCreature": true,
"source": "Ar7",
"page": 26,
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar7/AethelfaerToken.webp",
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
{
"tag": "elf",
"prefix": "wood"
}
]
},
"alignment": [
"N",
"G"
],
"ac": [
{
"ac": 18,
"from": [
"{@item +2 breastplate}"
]
}
],
"hp": {
"average": 65,
"formula": "10d8 + 20"
},
"speed": {
"walk": {
"number": 35,
"condition": "(40 ft. while wearing prosthetic foot)"
}
},
"str": 10,
"dex": 18,
"con": 14,
"int": 12,
"wis": 16,
"cha": 10,
"save": {
"dex": "+7",
"wis": "+6"
},
"skill": {
"acrobatics": "+7",
"animal handling": "+6",
"insight": "+6",
"nature": "+4",
"perception": "+6",
"stealth": "+7",
"survival": "+6"
},
"senses": [
"darkvision 60 ft."
],
"passive": 16,
"languages": [
"Common",
"{@language Common Signs|Ar7}",
"Elvish",
"Sylvan"
],
"cr": "5",
"spellcasting": [
{
"type": "spellcasting",
"name": "Spellcasting",
"headerEntries": [
"Aethelfaer is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). He knows the following ranger spells:"
],
"spells": {
"1": {
"slots": 4,
"spells": [
"{@spell cure wounds}",
"{@spell hunter's mark}",
"{@spell longstrider}"
]
},
"2": {
"slots": 3,
"spells": [
"{@spell pass without trace}",
"{@spell zone of truth}"
]
}
},
"ability": "wis"
}
],
"trait": [
{
"name": "Archery Fighting Style",
"entries": [
"Aethelfaer gains a +2 bonus to attack rolls with ranged weapons (included in the attack)."
]
},
{
"name": "Athletic Advantage",
"entries": [
"Aethelfaer has advantage on Strength ({@skill Athletics}) checks made to climb and jump while wearing his prosthetic foot."
]
},
{
"name": "Cunning Action",
"entries": [
"On each of his turns, Aethelfaer can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."
]
},
{
"name": "Fey Ancestry",
"entries": [
"Aethelfaer has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep."
]
},
{
"name": "Poison Application",
"entries": [
"Aethelfaer keeps a container of poison in his prosthetic arm. As a bonus action, he can apply poison to one weapon or piece of ammunition. The poison remains potent for 1 hour or until that weapon or ammunition deals damage to a target. If struck by a {@condition poisoned} weapon or piece of ammunition, the target must make a {@dc 11} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one. Aethelfaer has twenty doses of poison."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Aethelfaer attacks twice with his longbow or three times with his shortsword."
]
},
{
"name": "Longbow",
"entries": [
"{@atk rw} {@hit 9} to hit, range 150/600 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."
]
},
{
"name": "Shortsword",
"entries": [
"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."
]
},
{
"name": "Primeval Awareness",
"entries": [
"Aethelfaer expends a spell slot to focus his awareness on his surroundings. For 1 minute per level of the spell slot he expends, he can sense if any creatures of the following types are present within 1 mile: aberrations, celestials, dragons, elementals, fey, fiends, and undead. He can't sense the creatures' location or number."
]
}
],
"reaction": [
{
"name": "Deflect (1/Day)",
"entries": [
"When Aethelfaer is hit by a ranged weapon attack and wearing his prosthetic arm, he can attempt to deflect the missile used in the attack. The damage he takes from the attack is reduced by 12 ({@dice 1d10 + 7}). If the damage is reduced to 0, Aethelfaer catches the missile and can make a ranged attack with it as part of the same reaction with a {@hit 9} bonus to the attack roll. The attack uses the missile's original range."
]
}
],
"traitTags": [
"Fey Ancestry"
],
"senseTags": [
"D"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C",
"E",
"S"
],
"damageTags": [
"I",
"P"
],
"spellcastingTags": [
"CR"
],
"miscTags": [
"MW",
"RNG",
"RW",
"MLW"
],
"attachedItems": [
"longbow|phb",
"shortsword|phb"
],
"savingThrowForced": [
"constitution"
],
"savingThrowForcedSpell": [
"charisma"
]
},
{
"name": "Granny Roachhand",
"source": "Ar7",
"isNpc": true,
"isNamedCreature": true,
"page": 27,
"_copy": {
"name": "Night Hag",
"source": "MM",
"_mod": {
"*": {
"mode": "replaceTxt",
"replace": "(the|a)( night)? hag",
"with": "Granny Roachhand",
"flags": "i"
},
"_": {
"mode": "addSpells",
"daily": {
"1e": [
"{@spell giant insect}"
]
}
}
},
"_preserve": {
"legendaryGroup": true
}
},
"fluff": {
"_monsterFluff": {
"name": "Granny Roachhand",
"source": "Ar7"
}
},
"tokenUrl": "https://5e.tools/img/MM/Night Hag.png",
"hasFluff": true
},
{
"name": "Onriel",
"source": "Ar7",
"page": 27,
"isNpc": true,
"isNamedCreature": true,
"_copy": {
"name": "Unicorn",
"source": "MM",
"_mod": {
"*": {
"mode": "replaceTxt",
"replace": "the unicorn",
"with": "Onriel",
"flags": "i"
}
}
},
"fluff": {
"_monsterFluff": {
"name": "Onriel",
"source": "Ar7"
}
},
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar7/OnrielToken.webp",
"hasFluffImages": true
},
{
"name": "Aethelfaer Retainer",
"tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar7/AethelfaerToken.webp",
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
{
"tag": "elf",
"prefix": "wood"
}
]
},
"source": "Ar7",
"alignment": [
"A"
],
"ac": [
{
"ac": 17,
"from": [
"Medium"
]
}
],
"hp": {
"special": "health levels equal to their level"
},
"speed": {
"walk": {
"number": 30,
"condition": "(dependant on ancestry)"
}
},
"str": 14,
"dex": 18,
"con": 14,
"int": 14,
"wis": 18,
"cha": 14,
"save": {
"str": "+6",
"dex": "+3",
"con": "+3",
"int": "+3",
"wis": "+6",
"cha": "+3"
},
"passive": null,
"languages": [
"Common",
"{@language Common Signs|Ar7}",
"Elvish",
"Sylvan"
],
"cr": "Unknown",
"senses": [
"appropriate to ancestry"
],
"trait": [
{
"name": "Retainer",
"entries": [
"This creature is a Retainer, as described in {@book Strongholds and Followers|SaF|8|Retainers}"
]
}
],
"action": [
{
"name": "Signature Attack",
"entries": [
"{@atk rw} {@hit 9} to hit, range 150/600 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage."
]
},
{
"name": "Poison Arrow (3/Day)",
"entries": [
"{@i Prerequisite: 3rd-level retainer}",
"Aethelfaer makes his signature attack. If he hits a creature, the target must make a {@dc 11} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one."
]
},
{
"name": "Multiattack (1/Day)",
"entries": [
"{@i Prerequisite: 7th-level retainer}",
"Aethelfaer makes three signature attacks, then takes the {@action Dash} or {@action Hide} action."
]
}
],
"bonus": [
{
"name": "Cunning Action (3/Day)",
"entries": [
"{@i Prerequisite: 5th-level retainer}",
"Aethelfaer takes the {@action Dash}, {@action Disengage}, or {@action Hide} action."
]
}
],
"page": 30,
"languageTags": [
"C"
],
"damageTags": [
"P"
],
"miscTags": [
"RW"
],
"actionTags": [
"Multiattack"
],
"savingThrowForced": [
"constitution"
]
}
],
"monsterFluff": [
{
"name": "Akangsha Sundarbandar",
"source": "Ar7",
"_copy": {
"name": "Mage",
"source": "MM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"{@note they/them}",
{
"type": "quote",
"entries": [
"Rot: it is the cold fire that transforms a humble corpse into something marvelous. Once we conquer our fear of it, embrace the peculiar potency that death bestows upon a body—any body, all bodies—then death becomes another toolbox!"
],
"by": "Akangsha Sundarbandar"
},
"A stout, elderly wizard, Akangsha is a Fermenter, renowned in the Pickling Guild for their powerful curatives. However, the grandmotherly halfling has a secret: their cures are all necromantic in nature. They maintain a basement full of undead creatures from which to derive cures.",
{
"type": "list",
"style": "list-hang-notitle",
"page": 8,
"items": [
{
"type": "item",
"name": "Signature Look:",
"entries": [
"Akangsha keeps a pet toad with an enormous mushroom growing on its back by their side at all times. Akangsha considers the mushroom their pet, and the toad is merely the vehicle for it. They've named it Toadstool. (The toad has no name.)"
]
},
{
"type": "item",
"name": "Personality:",
"entries": [
"Akangsha is cerebral, doting, and empathetic."
]
}
]
},
{
"type": "hr"
}
]
}
}
}
}
},
{
"name": "Glorian the Secretariat",
"source": "Ar7",
"_copy": {
"name": "Doppelganger",
"source": "MM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"{@note they/them}",
{
"type": "quote",
"entries": [
"You think an organization runs on people? Wrong! An organization runs on paper! Memos, hastily jotted instructions, circulars of policy, records of accounts and transactions... the form of true power, my dear, is crisp, white, and flat!"
],
"by": "Glorian the Secretariat"
},
"Glorian, one of the most influential Artisans of the Pickling Guild, handles much of its administrative affairs, both mundane and secret. This identity is a front: Glorian is a doppelganger named Tchilinfallorsh who seeks revenge against the unknown Director who \"let\" their elf lover, Cyril Twindew, die of disease a few decades ago. They care nothing for the Pickling Guild's mission.",
{
"type": "list",
"style": "list-hang-notitle",
"page": 8,
"items": [
{
"type": "item",
"name": "Signature Look:",
"entries": [
"Glorian's hands are always stained with ink, no matter their form. They appear as an elf."
]
},
{
"type": "item",
"name": "Personality:",
"entries": [
"Glorian seems fastidious and obsessive, but that is a ruse to hide their calculating nature."
]
},
{
"type": "item",
"name": "Statistics:",
"entries": [
"Glorian uses the statistics of a {@creature doppelganger|MM}."
]
}
]
},
{
"type": "hr"
}
]
}
}
}
}
},
{
"name": "Ivmal Alef",
"source": "Ar7",
"_copy": {
"name": "Commoner",
"source": "MM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"{@note he/him}",
{
"type": "quote",
"entries": [
"Why do I ferment? Consider this: you and I may separately follow the recipe for a cake and bake two identical desserts. But if you and I follow the exact same recipe for fermented cabbage, why, no power on earth will allow these two cabbages to taste the same. To ferment is to create art. To ferment is to be individual."
],
"by": "Ivmal Alef"
},
"Scrawny, redheaded, and fresh out of his teens, apprentice alchemist Ivmal is an ardent Annual Member of the Pickling Guild who doesn't suspect its true purpose. He volunteers at a tiny, guild-controlled shop and is always on the lookout for new members.",
{
"type": "list",
"style": "list-hang-notitle",
"page": 9,
"items": [
{
"type": "item",
"name": "Signature Look:",
"entries": [
"Ivmal always wears one item of clothing or jewelry with a vegetable motif."
]
},
{
"type": "item",
"name": "Personality:",
"entries": [
"Ivmal is effusive, enthusiastic, and artsy."
]
},
{
"type": "item",
"name": "Statistics:",
"entries": [
"Ivmal uses the statistics of a {@creature commoner|MM}."
]
}
]
},
{
"type": "hr"
}
]
}
}
}
}
},
{
"name": "Nupita Mfala",
"source": "Ar7",
"_copy": {
"name": "Druid",
"source": "MM"
}
},
{
"name": "Nuhara Mfala",
"source": "Ar7",
"_copy": {
"name": "Commoner",
"source": "MM"
}
},
{
"name": "Mfalas",
"source": "Ar7",
"entries": [
"{@note she/her}",
{
"type": "quote",
"entries": [
"Why should we waste our time praying for miracles when the real miracles are all around us? The gods don't need us to recite chants in a dusty chapel, they expect us to get into the dirt and dig up the ruddy weed that'll cure us!"
],
"by": "Nupita & Nuhara Mfala"
},
"Blue-scaled {@creature Nupita Mfala|Ar7|Nupita} and her purple-scaled teenage daughter {@creature Nuhara Mfala|Ar7|Nuhara} are Fermenters who run a microbrewery in remote Radha's Grace, a village known for its profusion of fantastic insect life. The pair secretly collect samples of the local wildlife to use in new remedies, particularly the eggs, cast-off exoskeletons, and shucked-off chrysalides of the rare insects that thrive there. While the two love each other dearly, they often butt heads over {@creature Nuhara Mfala|Ar7|Nuhara's} independence.",
{
"type": "list",
"style": "list-hang-notitle",
"page": 10,
"items": [
{
"type": "item",
"name": "Signature Look:",
"entries": [
"Their claws are exquisitely painted with floral motifs."
]
},
{
"type": "item",
"name": "Personality:",
"entries": [
"They are practical women, dedicated to their task. {@creature Nupita Mfala|Ar7|Nupita} is somewhat anxious, while {@creature Nuhara Mfala|Ar7|Nuhara} is naturally curious."
]
},
{
"type": "item",
"name": "Statistics:",
"entries": [
"{@creature Nupita Mfala|Ar7|Nupita} uses the statistics of a {@creature druid|MM}, and {@creature Nuhara Mfala|Ar7|Nuhara} uses the statistics of a {@creature commoner|MM}."
]
}
]
},
{
"type": "hr"
}
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar7/NupitaAndNuhara.webp"
},
"altText": "A blue dragonborn plucks a leaf from a tree, while below her a purple-scaled dragonborn holds an armload of branches."
}
]
},
{
"name": "Granny Roachhand",
"source": "Ar7",
"_copy": {
"name": "Night Hag",
"source": "MM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Granny Roachhand",
"page": 30,
"entries": [
"Granny Roachhand's coven of night hags in the Lower Planes exiled her for scheming against the other sisters. She recently came to Aethelfaer's forest and plots to corrupt the beasts and plants in the wode to create an army of loyal servants. Her goal is to claim the forest as her domain and torture unsuspecting travelers who enter the woods for fun, but {@creature Aethelfaer|Ar7} and {@creature Onriel|Ar7} keep foiling her plans."
]
},
{
"type": "hr"
}
]
}
}
}
}
},
{
"name": "Onriel",
"source": "Ar7",
"_copy": {
"name": "Unicorn",
"source": "MM"
},
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar7/Onriel.webp"
},
"altText": "A unicorn standing in a clearing."
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar7/OnrielCombat.webp"
},
"altText": "A unicorn rearing up on hind legs, ready to strike Aethelfaer."
}
]
}
],
"item": [
{
"name": "Guild Healer's Kit",
"source": "Ar7",
"page": 4,
"rarity": "unknown",
"type": "G",
"entries": [
"This kit contains all the supplies of a {@item healer's kit|PHB}, plus additional vinegary salves and medicated bandages that smell strongly of spices.",
"The kit has ten uses. As an action, a creature can expend one use of the kit to attempt to stabilize a creature that has 0 hit points by making a {@dc 15} Intelligence ({@skill Medicine}) check. On a success, the creature regains 1 hit point. On a failure, the creature is stabilized, but smells strongly of vinegar.",
"Guild healer's kits are awarded when members reach certain ranks. They are also provided to members undertaking dangerous missions on behalf of the guild. They aren't normally made available for purchase even to guild members, lest they be misplaced and betray the guild's true purpose to outsiders."
]
},
{
"name": "Guild Fermenter's Sickle",
"source": "Ar7",
"page": 5,
"baseItem": "sickle|PHB",
"type": "M",
"rarity": "uncommon",
"weight": 2,
"weaponCategory": "simple",
"property": [
"L"
],
"dmg1": "1d4",
"dmgType": "S",
"entries": [
"This beautifully forged sickle is made entirely of silver. A branching pattern reminiscent of the underground network of a fungus colony is etched into the hilt.",
"When you use this sickle to harvest ingredients, you can add your proficiency bonus to ability checks made to harvest and to saving throws made against poisons, enzymes, or inimical substances released while harvesting ingredients. If you are already proficient in these checks or saving throws, you add double your proficiency bonus to the check or saving throw instead of your normal proficiency bonus.",
"As a bonus action, you transform the guild fermenter's sickle into a weapon made of greenish slime. While in this form, all damage dealt by the weapon is poison damage, and you lose the bonus it grants to ability checks and saving throws. You can use another bonus action to change the weapon back to its metallic form."
]
},
{
"name": "Guild Artisan's Scythe",
"source": "Ar7",
"page": 5,
"baseItem": "glaive|PHB",
"type": "M",
"rarity": "very rare",
"reqAttune": true,
"weight": 6,
"weaponCategory": "martial",
"property": [
"H",
"R",
"2H"
],
"dmg1": "1d10",
"dmgType": "S",
"bonusWeapon": "+2",
"entries": [
"This masterfully crafted scythe has a handle made of petrified wood and wrapped with rings of inlaid brass. Its blade is broad and flat, inscribed with an enameled blazon of the guild. You gain a +2 bonus to attack and damage rolls made with this magic weapon.",
{
"type": "entries",
"name": "Festering Wounds",
"entries": [
"A creature that takes damage from the scythe must make a {@dc 15} Constitution saving throw. On a failure, it can't regain hit points until the end of its next turn."
]
},
{
"type": "entries",
"name": "Slime Form",
"entries": [
"Once per day, you can use an action to lick the blade of the scythe and transform yourself into a {@creature black pudding|MM} for up to 1 hour. Your gear melds into your new form and you can't activate, use, wield, or otherwise benefit from any of your equipment.",
"Your game statistics are replaced by the statistics of the pudding, but you retain your alignment, personality, hit points, proficiency bonus, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the pudding. You can't cast spells, speak, or take any other action that requires hands or speech in pudding form.",
"If you use the Split reaction, you control all of the new {@creature black pudding|MM|black puddings}. When one of your {@creature black pudding|MM|black puddings} moves more than 30 feet away from another or is reduced to 0 hit points while another one of your {@creature black pudding|MM|black puddings} exists, it dissolves away and is destroyed. If one of your {@creature black pudding|MM|black puddings} is reduced to 0 hit points and no others remain, you revert to your normal form with 0 hit points and must make death saving throws as normal.",
"You can revert to your normal form as a bonus action. When you do so, all the {@creature black pudding|MM|black puddings} you control join together in a space one of them occupies and you have a number of hit points equal to the combined total of your puddings' hit points when you ended your transformation."
]
}
]
},
{
"name": "Copper Guild Badge",
"source": "Ar7",
"rarity": "unknown (magic)",
"page": 4,
"charges": 1,
"recharge": "dawn",
"rechargeAmount": 1,
"wondrous": true,
"entries": [
"The badge is keyed to the owner's soul so only they can use it. The badge has 1 charge, which it regains daily at dawn.",
"As an action while wearing the badge, the Fermenter can expend 1 charge to cast one of the following spells from it, requiring no material components: {@spell detect poison and disease} and {@spell purify food and drink}."
],
"attachedSpells": [
"detect poison and disease",
"purify food and drink"
]
},
{
"name": "Silver Guild Badge",
"source": "Ar7",
"page": 4,
"charges": 2,
"recharge": "dawn",
"rechargeAmount": 2,
"rarity": "unknown (magic)",
"wondrous": true,
"entries": [
"The badge is keyed to the owner's soul so only they can use it. The magic badge grants the Artisan advantage on saving throws against disease and has 2 charges that it regains daily at dawn.",
"As an action while wearing the badge, the Artisan can expend 1 or more of its charges to cast one of the following spells from it, requiring no material components: {@spell detect poison and disease} (1 charge), {@spell protection from poison} (1 charge), {@spell purify food and drink} (1 charge), and {@spell lesser restoration} (2 charges)."
],
"attachedSpells": [
"detect poison and disease",
"protection from poison",
"purify food and drink",
"lesser restoration"
]
},
{
"name": "Gold Guild Badge",
"source": "Ar7",
"page": 4,
"charges": 3,
"recharge": "dawn",
"rechargeAmount": 3,
"rarity": "unknown (magic)",
"wondrous": true,
"entries": [
"The badge is keyed to the owner's soul so only they can use it. The magic badge grants the Director advantage on saving throws against disease and has 3 charges that it regains daily at dawn.",
"As an action while wearing the badge, the Director can expend 1 or more of its charges to cast one of the following spells from it, requiring no material components: {@spell detect poison and disease} (1 charge), {@spell purify food and drink} (1 charge), {@spell protection from poison} (1 charge), {@spell lesser restoration} (2 charges), {@spell speak with dead} (2 charges), and {@spell speak with plants} (2 charges)."
],
"attachedSpells": [
"detect poison and disease",
"purify food and drink",
"protection from poison",
"lesser restoration",
"speak with dead",
"speak with plants"
]
},
{
"name": "Sepulcheese",
"source": "Ar7",
"page": 6,
"rarity": "very rare",
"wondrous": true,
"entries": [
"When a mixture of goat's and cow's milk is fermented using special techniques in the chest cavity of an animated zombie, a peculiar fungus transforms it over several months into sepulcheese, an orange and purple-veined, earthy, crumbly cheese.",
"You can eat this cheese as an action to gain the following feature: As an action, you shout with arcane power. Each undead that can see or hear you within 30 feet of you must make a {@dc 17} Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.",
"A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions.",
"For its action, it can use only the {@action Dash} action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the {@action Dodge} action.",
"You can only use this feature once after eating the cheese. If you don't use it before your next long rest after eating the cheese, you lose the feature.",
"Eating more than one cheese before using the feature doesn't increase the potency or frequency of the effect. In fact, eating too much in a short span can cause one's skin to wither, as though afflicted by terrible necrotic energies."
]
},
{
"name": "Scarlet Sausage",
"source": "Ar7",
"page": 7,
"rarity": "very rare",
"wondrous": true,
"entries": [
"The blood that dyes the eponymous raiment of a {@creature redcap|MPMM}, a wicked fey creature, possesses magical properties. When squeezed out of its cap, purified, and cured, the blood can be formed into a sausage. A scarlet sausage is an acquired taste, but it is the only known palliative—of a sort—for vampirism.",
"As an action, a {@creature vampire spawn|MM} can eat a single scarlet sausage. Alternatively, as an action, another creature can feed a scarlet sausage to an {@condition incapacitated} {@creature vampire spawn|MM}.",
"For 8 hours, the {@creature vampire spawn|MM} regains its former personality and memories. {@creature Vampire|MM|True vampires} are unaffected by a scarlet sausage.",
"{@creature Vampire spawn|MM} can become inured to the effects of scarlet sausage. If a {@creature vampire spawn|MM} has consumed a scarlet sausage, the effect of each subsequent scarlet sausage it eats is reduced by an additional 1 hour until it can no longer be affected by a scarlet sausage."
]
},
{
"name": "Memory Chocolate",
"source": "Ar7",
"page": 6,
"rarity": "very rare",
"wondrous": true,
"entries": [
"If cacao beans are allowed to ferment under the influence of the new moon and certain fae rituals are enacted before they are turned into chocolate, the resulting confection becomes memory chocolate, an especially firm, pleasingly fragrant food.",
"When you melt the chocolate on your tongue for 1 minute, you can kiss or lick a willing creature as an action and transport them into a memory from your past. (Licking is considered more gauche than kissing.) This effect lasts until the next dawn.",
"You and the target are mentally transported into this memory and your physical bodies are locked in an embrace and a trance-like state. While you experience the memory, you can't move or take any actions, and you can't perceive anything with regard to your own senses.",
"You choose the memory and appear in it as you are now, but as an imperceptible observer unable to affect the memory. The target enters the memory as your past self and experiences the memory exactly as you did, but is unable to change the memory. Once the memory ends, but before the effect does, you can choose to initiate a new memory, repeat the same memory, or end the trance.",
"The memory sharing lasts until the next dawn or you end it. The target can choose to leave the memory at any point (no action required) and wake up."
]
},
{
"name": "Amulet of Woodland Speech",
"source": "Ar7",
"page": 13,
"rarity": "uncommon",
"wondrous": true,
"recharge": "dawn",
"rechargeAmount": 3,
"charges": 3,
"entries": [
"This small stone pendant is carved like an acorn and feels slightly warm to the touch.",
"The amulet has 3 charges, and regains all expended charges daily at dawn. While wearing this pendant, you can understand and speak {@language Sylvan|PHB}, and you have advantage on Wisdom ({@skill Animal Handling}) checks made to interact with nonhostile animals. In addition, you can expend 1 charge as an action to cast the {@spell speak with animals} spell from it."
],
"attachedSpells": [
"speak with animals"
],
"fluff": {
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Story Hook: Amulet of Woodland Speech",
"page": 13,
"entries": [
"Humanoid loggers are destroying the habitats of many woodland folk, and when the loggers turn their sawblades to a flourishing grove, the animals of the forest send the awakened squirrel Quickpaw to ask for the characters' aid. If they can scare away the loggers or persuade them to take their tree cutting elsewhere, Quickpaw gives them an amulet of woodland speech from her winter store. \"You can't munch it, but it's warm!\""
]
}
]
}
]
}
},
{
"name": "Bag of Saplings",
"source": "Ar7",
"page": 13,
"rarity": "rare",
"wondrous": true,
"weight": 0.5,
"charges": 3,
"recharge": "dawn",
"rechargeAmount": 3,
"entries": [
"This rough homespun bag appears empty, but reaching inside the bag reveals the presence of many small seeds.",
"The bag weighs half a pound.",
"You can use an action to pull a seed from the bag and throw it up to 20 feet. When the seed lands, it grows into an {@creature awakened tree|MM} {@homebrew |(see the core rules for its stat block)}. Unless it dies or you pull another seed from the bag, the tree remains animated until the next sunset, at which point it takes root if possible.",
"While animated, the tree is friendly to you and your allies. In combat, the tree shares your initiative count, but it takes its turn immediately after yours. You can use a bonus action to command how the tree moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the tree doesn't act except to defend itself if attacked.",
"Once three seeds have been pulled from the bag, the bag can't be used again until the next dawn."
]
},
{
"name": "Belt of Vines",
"source": "Ar7",
"page": 13,
"rarity": "very rare",
"reqAttune": "by a druid",
"reqAttuneTags": [
{
"class": "druid"
}
],
"wondrous": true,
"entries": [
"This belt of intricately woven vines twists and tightens as you wrap it around your waist, entwining its tendrils to grasp you snugly. While wearing this belt, you can use your {@classFeature Wild Shape|Druid||2} to transform into a plant, choosing from {@note the {@creature Krakenvine|Ar7} and the {@creature Thornbush|Ar7}.} {@homebrew |the forms on page 14.}"
]
},
{
"name": "Charm of Communication",
"source": "Ar7",
"page": 13,
"rarity": "uncommon",
"wondrous": true,
"entries": [
"This ceramic pendant bears the indent of a feline paw print. While transformed into a beast by the {@classFeature Wild Shape|Druid||2} feature, the {@spell polymorph} spell, or similar magic, you can communicate telepathically with any beast or humanoid you can see within 30 feet of you."
],
"fluff": {
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Story Hook: Charm of Communication",
"page": 13,
"entries": [
"A druid named Issoire is trapped in the form of a lynx, and he needs the characters' help to return to his humanoid form. Luckily, the charm of communication dangling on a leather cord around his neck allows him to communicate telepathically with the party, and he offers to make another charm for them when he is returned to his humanoid shape."
]
}
]
}
]
}
},
{
"name": "Cloak of the Grove Guardian",
"source": "Ar7",
"page": 13,
"rarity": "legendary",
"reqAttune": "by a druid",
"reqAttuneTags": [
{
"class": "druid"
}
],
"wondrous": true,
"bonusSpellAttack": "+3",
"bonusSpellSaveDc": "+3",
"recharge": "dawn",
"acSpecial": "11 + DEX + WIS if not wearing armor",
"entries": [
"This magnificent cloak is fashioned of living leaves in a dazzling array of green hues. While wearing this cloak, you are always under the effects of the {@spell speak with animals} spell, and you gain a +3 bonus to spell attack rolls and to the spell save DC of your druid spells. In addition, if you aren't wearing armor, your base Armor Class is 11 + your Dexterity modifier + your Wisdom modifier.",
"As an action, you can magically animate up to two trees you can see within 60 feet of you. An {@creature animated tree|Ar7} has the same statistics as a {@creature treant|MM} {@homebrew |(see the core rules for its stat block)}, except it has Intelligence and Charisma scores of 1, it can't speak, and it only has the Slam action option.",
"An animated tree acts as your ally. The tree remains animate for 1 day or until it dies; until you fall {@condition unconscious} or are more than 120 feet from the tree; or until you take a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. Once you use this property, you can't use it again until the next dawn."
]
},
{
"name": "Halo of the Heavens",
"source": "Ar7",
"page": 15,
"rarity": "very rare",
"reqAttune": "by a druid",
"reqAttuneTags": [
{
"class": "druid"
}
],
"wondrous": true,
"entries": [
"This shimmering halo floats slightly above the wearer's head, illuminating their features in a golden glow. While wearing this halo, you can expend a use of your {@classFeature Wild Shape|Druid||2} feature to transform into a {@creature pegasus|MM}, or expend two uses of your {@classFeature Wild Shape|Druid||2} feature to transform into a {@creature unicorn|MM} {@homebrew |(see the core rules for these stat blocks)}. Additionally, while wearing this halo, you have advantage on Charisma checks made to interact with celestials."
],
"fluff": {
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Story Hook: Halo of the Heavens",
"page": 15,
"entries": [
"A wounded {@creature unicorn|MM} named Ciela staggers through a thicket, entreating the party with an urgent request: help her save her mate, Estelle, who was captured by a {@creature Night Hag (Coven)|MM|coven of night hags} planning to slowly drain her blood to make new heartstones. If the characters defeat the hags, the unicorns reward them with a halo of the heavens. Alternatively, if the characters are already motivated to help the unicorns, Ciela gives them the halo of the heavens in advance to help them with their mission."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar7/HalooftheHeavens.webp"
},
"altText": "A glowing yellow crown, SinUOUS and curved, with a single green eye in the center."
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar7/HalooftheHeaveansElf.webp"
},
"altText": "A radiant golden crown with a slitted green eye hovers over a leaf-encircled elf."
}
]
}
},
{
"name": "Staff of the Desert Sands",
"source": "Ar7",
"page": 15,
"type": "M",
"rarity": "very rare",
"reqAttune": "by a druid or ranger",
"reqAttuneTags": [
{
"class": "druid"
},
{
"class": "ranger"
}
],
"weight": 4,
"weaponCategory": "simple",
"property": [
"V"
],
"dmg1": "1d6",
"dmgType": "B",
"dmg2": "1d8",
"bonusWeapon": "+2",
"bonusSpellAttack": "+2",
"recharge": "dawn",
"rechargeAmount": "{@dice 1d6 + 4}",
"charges": 10,
"staff": true,
"entries": [
"This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. In addition, you don't gain levels of {@condition exhaustion} from the effects of extreme heat or extreme cold.",
"The staff has 10 charges for the following properties. It regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.",
{
"type": "entries",
"name": "Spells",
"entries": [
"You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: {@spell blur} (2 charges) {@spell dust cloud|Ar7}* (3 charges) {@spell faerie fire} (1 charge) {@spell gust of wind} (2 charges) {@spell meld into stone} (3 charges) {@spell speak with animals} (1 charge) {@spell stoneskin} (4 charges)",
"You can also use an action to cast the {@spell create or destroy water} spell from the staff without using any charges."
]
},
{
"type": "entries",
"name": "Spirit of the Sand",
"entries": [
"You can use an action to plant one end of the staff in sand and expend 1 charge to cast {@spell sandstorm|Ar7},* centered on the staff. You and up to six creatures of your choice that you can see are immune to the effects of the sandstorm. Once this property is used, it can't be used again until the next dawn."
]
}
],
"attachedSpells": [
"create or destroy water",
"blur",
"faerie fire",
"gust of wind",
"meld into stone",
"speak with animals",
"stoneskin",
"dust cloud|Ar7",
"sandstorm|Ar7"
]
},
{
"name": "Staff of the Endless Plains",
"source": "Ar7",
"page": 16,
"type": "M",
"rarity": "very rare",
"reqAttune": "by a druid or ranger",
"reqAttuneTags": [
{
"class": "druid"
},
{
"class": "ranger"
}
],
"weight": 4,
"weaponCategory": "simple",
"property": [
"V"
],
"dmg1": "1d6",
"dmgType": "B",
"dmg2": "1d8",
"bonusWeapon": "+2",
"bonusSpellAttack": "+2",
"recharge": "dawn",
"rechargeAmount": "{@dice 1d6 + 4}",
"charges": 10,
"staff": true,
"entries": [
"This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. In addition, you have advantage on Dexterity ({@skill Stealth}) checks made to hide in tall grass and Wisdom ({@skill Survival}) checks made to track creatures across grassland.",
"The staff has 10 charges for the following properties. It regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.",
{
"type": "entries",
"name": "Spells",
"entries": [
"You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: {@spell locate creature} (4 charges) {@spell locate object} (2 charges) {@spell longstrider} (1 charge per spell level, up to 4th) {@spell pass without trace} (2 charges) {@spell plant growth} (3 charges) {@spell scrying} (5 charges) {@spell wind walk} (6 charges)",
"You can also use an action to cast the {@spell locate animals or plants} spell from the staff without using any charges."
]
},
{
"type": "entries",
"name": "Traveler's Blessing",
"entries": [
"As an action, you can expend 1 charge and choose up to six creatures you can see within 30 feet of you. For the next eight hours, each creature's travel pace is doubled, it ignores the effects of any levels of {@condition exhaustion} it already has, and it can't gain new levels of {@condition exhaustion} from environmental hazards or tiring travel."
]
}
],
"attachedSpells": [
"locate animals or plants",
"locate creature",
"locate object",
"pass without trace",
"plant growth",
"scrying",
"wind walk",
"longstrider"
]
},
{
"name": "Staff of the Frozen Tundra",
"source": "Ar7",
"page": 16,
"type": "M",
"rarity": "very rare",
"reqAttune": "by a druid or ranger",
"reqAttuneTags": [
{
"class": "druid"
},
{
"class": "ranger"
}
],
"weight": 4,
"weaponCategory": "simple",
"property": [
"V"
],
"dmg1": "1d6",
"dmgType": "B",
"dmg2": "1d8",
"bonusWeapon": "+2",
"bonusSpellAttack": "+2",
"recharge": "dawn",
"rechargeAmount": "{@dice 1d6 + 4}",
"charges": 10,
"staff": true,
"entries": [
"This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. In addition, you don't gain levels of {@condition exhaustion} from the effects of extreme cold, and you have advantage on Wisdom ({@skill Survival}) checks made to track creatures across icy terrain.",
"The staff has 10 charges for the following properties. It regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.",
{
"type": "entries",
"name": "Spells",
"entries": [
"You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: {@spell create or destroy water} (1 charge per spell level, up to 4th) {@spell flurry of icicles|Ar7}* (2 charges) {@spell hold monster} (5 charges) {@spell ice sheet|Ar7}* (4 charges) {@spell instant freeze|Ar7}* (1 charge per spell level, up to 4th) {@spell wall of ice} (6 charges) {@spell water walk} (3 charges)",
"You can also use an action to cast the {@spell protection from energy} (cold only) spell from the staff without using any charges."
]
},
{
"type": "entries",
"name": "Igloo Form",
"entries": [
"You can use an action to plant one end of the staff in snow or ice and expend 1 charge to transform it into an igloo that lasts for 8 hours. The igloo is a dome centered on the staff with a radius of 10 feet, AC 14, and 30 hit points. It can shelter ten creatures of Medium size or smaller, and the inside of the igloo is a comfortable temperature, regardless of the weather outside.",
"The igloo appears ordinary, but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the igloo and using another action to speak the command word, you can dismiss the igloo early. If the igloo is reduced to 0 hit points, the staff returns to its normal form."
]
}
],
"attachedSpells": [
"protection from energy",
"hold monster",
"wall of ice",
"water walk",
"create or destroy water",
"flurry of icicles|Ar7",
"ice sheet|Ar7",
"instant freeze|Ar7"
],
"fluff": {
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Story Hook: Staff of the Frozen Tundra",
"page": 16,
"entries": [
"In their travels across a snowy landscape, the characters discover a perfect shelter from the frigid arctic night: an igloo! If the party spends the night inside the igloo, a druid or ranger character dreams of a keen-eyed white fox who transforms into an old dwarf woman and whispers the command word {@i haribur} in their ear. This command word turns the igloo into a staff of the frozen tundra."
]
}
]
}
]
}
},
{
"name": "Staff of the Granite Peaks",
"source": "Ar7",
"page": 17,
"type": "M",
"rarity": "rare",
"reqAttune": "by a druid or ranger",
"reqAttuneTags": [
{
"class": "druid"
},
{
"class": "ranger"
}
],
"weight": 4,
"weaponCategory": "simple",
"property": [
"V"
],
"dmg1": "1d6",
"dmgType": "B",
"dmg2": "1d8",
"bonusWeapon": "+2",
"bonusSpellAttack": "+2",
"recharge": "dawn",
"rechargeAmount": "{@dice 1d6 + 4}",
"charges": 10,
"staff": true,
"entries": [
"This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. In addition, you and creatures you choose within 30 feet of you are considered acclimated to breathing at elevations up to 20,000 feet.",
"The staff has 10 charges for the following properties.",
"It regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.",
{
"type": "entries",
"name": "Spells",
"entries": [
"You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: {@spell call lightning} (3 charges) {@spell jump} (1 charge) {@spell meld into stone} (3 charges) {@spell move earth} (6 charges) {@spell stone shape} (4 charges) {@spell thunderwave} (1 charge per spell level, up to 4th) {@spell tremorsense|Ar7}* (2 charges)",
"You can also use a reaction to cast the {@spell feather fall} spell from the staff without using any charges."
]
},
{
"type": "entries",
"name": "Bridge Form",
"entries": [
"You can use an action to plant one end of the staff into the ground within 5 feet of a chasm or other gap and expend 1 charge to create a sturdy wood-and-rope bridge with a length of up to 50 feet, a width of 5 feet, AC 15, and 20 hit points per 5-foot section. The bridge appears ordinary, but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the bridge and using another action to speak its command word, you return the staff to its normal form. Any creature on the bridge falls when it reverts to a staff. If any 5-foot section of the bridge is reduced to 0 hit points, the staff returns to its normal form."
]
}
],
"attachedSpells": [
"feather fall",
"call lightning",
"jump",
"meld into stone",
"move earth",
"stone shape",
"thunderwave",
"tremorsense|Ar7"
],
"fluff": {
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Story Hook: Staff of the Granite Peaks",
"page": 17,
"entries": [
"While traveling in the mountains, the characters come across a perilous chasm spanned by a simple bridge. While crossing the bridge, a druid or ranger character who places their hand on the rope handrail hears the command word {@i haku'ar} ringing in their mind. This command word turns the bridge into a staff of the granite peaks."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/Ar7/TheGranitePeaks.webp"
},
"altText": "Four figures crossing a wide, wooden bridge suspended between two stony peaks. A bright sunset illuminates rivers running between mountains in the distance."
}
]
}
},
{
"name": "Staff of the Swamplands",
"source": "Ar7",
"page": 18,
"type": "M",
"rarity": "very rare",
"reqAttune": "by a druid or ranger",
"reqAttuneTags": [
{
"class": "druid"
},
{
"class": "ranger"
}
],
"weight": 4,
"weaponCategory": "simple",
"property": [
"V"
],
"dmg1": "1d6",
"dmgType": "B",
"dmg2": "1d8",
"bonusWeapon": "+2",
"bonusSpellAttack": "+2",
"recharge": "dawn",
"rechargeAmount": "{@dice 1d6 + 4}",
"charges": 10,
"staff": true,
"entries": [
"This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. In addition, you have advantage on Dexterity ({@skill Stealth}) checks made to move quietly in swamps and Wisdom ({@skill Survival}) checks made to track creatures across swampy ground.",
"The staff has 10 charges for the following properties. It regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.",
{
"type": "entries",
"name": "Spells",
"entries": [
"You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: {@spell entangle} (1 charge) {@spell fog cloud} (1 charge per spell level, up to 4th) {@spell giant insect} (4 charges) {@spell insect plague} (5 charges) {@spell plant growth} (3 charges) {@spell spike growth} (2 charges) {@spell water walk} (3 charges)",
"You can also use an action to cast the {@spell speak with plants} spell from the staff without using any charges."
]
},
{
"type": "entries",
"name": "Bog",
"entries": [
"You can use an action to plant one end of the staff in the ground and expend 1 charge to create a bog in a 60-foot radius around the staff. This area is {@quickref difficult terrain||3} for creatures other than you. Another creature that starts its turn in the bog must make a Strength saving throw against your spell save DC or have its speed reduced to 0 until the start of its next turn. The bog lasts for {@dice 1d4 + 2} rounds or until you pull the staff out of the ground, at which point the bog is sucked into the ground and vanishes."
]
}
],
"attachedSpells": [
"speak with plants",
"entangle",
"giant insect",
"insect plague",
"plant growth",
"spike growth",
"water walk",
"fog cloud"
]
},
{
"name": "Staff of the Tides",
"source": "Ar7",
"page": 18,
"type": "M",
"rarity": "very rare",
"reqAttune": "by a druid or ranger",
"reqAttuneTags": [
{
"class": "druid"
},
{
"class": "ranger"
}
],
"weight": 4,
"weaponCategory": "simple",
"property": [
"V"
],
"dmg1": "1d6",
"dmgType": "B",
"dmg2": "1d8",
"bonusWeapon": "+2",
"bonusSpellAttack": "+2",
"modifySpeed": {
"equal": {
"swim": "walk"
}
},
"recharge": "dawn",
"rechargeAmount": "{@dice 1d6 + 4}",
"charges": 10,
"staff": true,
"entries": [
"This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. In addition, you have a swimming speed equal to your walking speed, and when you are within 10 miles of a body of water with tides, you always know when the next high and low tides are.",
"The staff has 10 charges for the following properties. It regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.",
{
"type": "entries",
"name": "Spells",
"entries": [
"You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: {@spell control water} (4 charges) {@spell create or destroy water} (1 charge per spell level, up to 4th) {@spell fog cloud} (1 charge per spell level, up to 4th) {@spell gust of wind} (2 charges) {@spell jet of water|Ar7}* (3 charges) {@spell maelstrom avatar|Ar7}* (4 charges) {@spell water walk} (3 charges)",
"You can also use an action to cast the {@spell water breathing} spell from the staff without using any charges."
]
},
{
"type": "entries",
"name": "Kayak Form",
"entries": [
"You can use an action to place one end of the staff in water and expend 1 charge to transform the staff into a paddle and a kayak that can fit up to two Medium creatures. Only you can paddle the kayak. The kayak appears ordinary, but radiates a faint aura of transmutation magic if targeted by detect magic. While holding the paddle, you can use an action to speak its command word and return the staff to its normal form."
]
}
],
"attachedSpells": [
"water breathing",
"control water",
"gust of wind",
"water walk",
"create or destroy water",
"fog cloud",
"maelstrom avatar|Ar7",
"jet of water|Ar7"
]
},
{
"name": "Subterranean Staff",
"source": "Ar7",
"page": 19,
"type": "M",
"rarity": "rare",
"reqAttune": "by a druid or ranger",
"reqAttuneTags": [
{
"class": "druid"
},
{
"class": "ranger"
}
],
"weight": 4,
"weaponCategory": "simple",
"property": [
"V"
],
"dmg1": "1d6",
"dmgType": "B",
"dmg2": "1d8",
"bonusWeapon": "+2",
"bonusSpellAttack": "+2",
"recharge": "dawn",
"rechargeAmount": "{@dice 1d6 + 4}",
"charges": 10,
"staff": true,
"entries": [
"This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. In addition, you can't be {@quickref surprised|PHB|3|0|surprised} while underground.",
"The staff has 10 charges for the following properties. It regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.",
{
"type": "entries",
"name": "Spells",
"entries": [
"You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: {@spell faerie fire} (1 charge) {@spell meld into stone} (3 charges) {@spell pass without trace} (2 charges) {@spell protection from poison} (2 charges) {@spell stoneskin} (4 charges) {@spell tremorsense|Ar7}* (2 charges) {@spell wall of stone} (5 charges)",
"You can also use an action to cast the {@spell darkvision} spell from the staff without using any charges."
]
},
{
"type": "entries",
"name": "Web Spinner",
"entries": [
"You can use an action and expend 1 charge to shoot a thick strand of sticky webbing out of the staff. Make a ranged spell attack against a creature you can see within 30 feet of you using your spellcasting ability.",
"On a hit, the target is {@condition restrained}. The {@condition restrained} target can use its action to make a Strength check against your spell save DC, bursting out of the webbing on a success."
]
}
],
"attachedSpells": [
"faerie fire",
"meld into stone",
"pass without trace",
"protection from poison",
"stoneskin",
"wall of stone",
"darkvision",
"tremorsense|Ar7"
]
},
{
"name": "Staff of the Seasons",
"source": "Ar7",
"page": 19,
"type": "M",
"rarity": "rare",
"reqAttune": "by a spellcaster",
"reqAttuneTags": [
{
"spellcasting": true
}
],
"weight": 4,
"weaponCategory": "simple",
"property": [
"V"
],
"dmg1": "1d6",
"dmgType": "B",
"dmg2": "1d8",
"recharge": "dawn",
"rechargeAmount": "{@dice 1d6 + 4}",
"charges": 10,
"staff": true,
"entries": [
"The spirit of an ancient eladrin druid inhabits this long wooden staff, which changes form to reflect the current mood of the spirit. Whenever you complete a long rest, roll {@dice 1d4} to determine what form the staff takes: 1 (autumn), 2 (winter), 3 (spring), or 4 (summer).",
"The staff has 10 charges. The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff turns to dry leaves and is lost forever. While holding it, you can use an action to expend 1 or more of the charges to cast certain spells from it, using your spell save DC and spellcasting ability modifier.",
{
"type": "entries",
"name": "Autumn Form",
"entries": [
"Small red and gold leaves wreathe the top of the staff in a dazzling fall canopy. While the staff is in this form, you can cast the following spells from it: {@spell aid} (2 charges), {@spell bless} (1 charge per spell level, up to 4th), {@spell create food and water} (3 charges), and {@spell cure wounds} (1 charge per spell level, up to 4th)."
]
},
{
"type": "entries",
"name": "Winter Form",
"entries": [
"The wood of the staff is cool to the touch, and small sprigs of holly sprout from the top. While the staff is in this form, you can cast the following spells from it: {@spell bane} (1 charge per spell level, up to 4th), {@spell blindness/deafness} (2 charges), {@spell gust of wind} (2 charges), and {@spell sleep} (1 charge per spell level, up to 4th)."
]
},
{
"type": "entries",
"name": "Spring Form",
"entries": [
"The knobby top of the staff is adorned with new leaves and budding flowers. While the staff is in this form, you can cast the following spells from it: {@spell beacon of hope} (3 charges), {@spell conjure animals} (3 charges), {@spell enhance ability} (2 charges), and {@spell goodberry} (1 charge)."
]
},
{
"type": "entries",
"name": "Summer Form",
"entries": [
"Deep green leaves shade the top of the staff, rustling gently in an unseen breeze. While the staff is in this form, you can cast the following spells from it: {@spell continual flame} (2 charges), {@spell daylight} (3 charges), {@spell haste} (3 charges), and {@spell heroism} (1 charge per spell level, up to 4th)."
]
}
],
"attachedSpells": [
"aid",
"create food and water",
"gust of wind",
"beacon of hope",
"conjure animals",
"enhance ability",
"goodberry",
"continual flame",
"daylight",
"haste",
"bless",
"cure wounds",
"bane",
"sleep",
"heroism",
"blindness/deafness"
]
},
{
"name": "Wildflower Wand",
"source": "Ar7",
"page": 19,
"rarity": "uncommon",
"wondrous": true,
"entries": [
"This slim wooden wand has tiny carved wildflowers twining around its length. While holding the wand, you can cast the {@spell druidcraft} spell at will."
],
"attachedSpells": [
"druidcraft"
]
}
],
"itemGroup": [
{
"name": "Guild Badge",
"source": "Ar7",
"page": 4,
"rarity": "unknown (magic)",
"recharge": "dawn",
"wondrous": true,
"entries": [
"The badge comes in three colors: gold (directors), silver (artisans), copper (fermenters). Owners of gold badges may also have lower ranked badges to keep their status as a director secret.",
"The badge is keyed to the owner's soul so only they can use it."
],
"items": [
"Copper Guild Badge|Ar7",
"Silver Guild Badge|Ar7",
"Gold Guild Badge|Ar7"
],
"attachedSpells": [
"detect poison and disease",
"purify food and drink"
]
}
],
"spell": [
{
"name": "Dust Cloud",
"source": "Ar7",
"page": 21,
"level": 3,
"school": "C",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 60
}
},
"components": {
"v": true,
"s": true,
"m": "a pinch of dirt"
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1
},
"concentration": true
}
],
"entries": [
"You create a 20-foot-radius sphere of swirling dust at a point you can see within range. The cloud spreads around corners, and its area is lightly obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.",
"A creature that starts its turn in the cloud or enters it for the first time on a turn, including when the cloud first appears, must succeed on a Constitution saving throw or become {@condition blinded} until the start of its next turn."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast this spell using a spell slot of 4th level or higher, the radius of the cloud increases by 20 feet for each slot level above 3rd."
]
}
],
"conditionInflict": [
"blinded"
],
"savingThrow": [
"constitution"
],
"miscTags": [
"OBS",
"SCL",
"SGT"
],
"classes": {
"fromClassList": [
{
"name": "Druid",
"source": "PHB"
},
{
"name": "Ranger",
"source": "PHB"
},
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Warlock",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
}
},
{
"name": "Flurry of Icicles",
"source": "Ar7",
"page": 21,
"level": 2,
"school": "V",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "special"
},
"components": {
"v": true,
"s": true,
"m": "a drop of water"
},
"duration": [
{
"type": "instant"
}
],
"entries": [
"You create a freezing volley of sharp icicles. When you cast this spell, you choose what shape the effect takes:",
{
"type": "list",
"items": [
{
"type": "item",
"name": "Cone",
"entries": [
"The icicles fly from your hands in a 15-foot cone."
]
},
{
"type": "item",
"name": "Line",
"entries": [
"The icicles shoot from your hands in a line 30 feet long and 5 feet wide."
]
},
{
"type": "item",
"name": "Cube",
"entries": [
"The icicles fall from above in a 10-foot-cube centered on a point you can see within 30 feet of you."
]
}
]
},
"Each creature in the chosen area must make a Dexterity saving throw. A creature takes {@damage 2d6} piercing damage and {@damage 2d6} cold damage on a failed save, or half as much on a successful one."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast this spell using a spell slot of 3rd level or higher, the cold damage increases by {@damage 1d6} for each slot level above 2nd."
]
}
],
"damageInflict": [
"cold",
"piercing"
],
"savingThrow": [
"dexterity"
],
"miscTags": [
"SGT"
],
"classes": {
"fromClassList": [
{
"name": "Druid",
"source": "PHB"
},
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
}
},
{
"name": "Ice Sheet",
"source": "Ar7",
"page": 21,
"level": 4,
"school": "C",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 60
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "instant"
}
],
"entries": [
"A sheet of gleaming ice spreads across the ground in a location you choose within range. The area of the ice sheet consists of up to ten 10-foot squares, which you can arrange as you wish. Each square must have at least one side adjacent to the side of another square. Each creature in the area when it appears must succeed on a Dexterity saving throw or fall {@condition prone} and take {@damage 2d6} cold damage.",
"In addition, a creature who moves more than 5 feet on a turn in the area must succeed on a Dexterity saving throw when it stops moving, or fall {@condition prone} and take {@damage 2d6} cold damage.",
"Each 10-foot-square section of the ice has AC 12, 15 hit points, vulnerability to fire damage, and immunity to cold, poison, and psychic damage. Reducing a 10-foot section of ice to 0 hit points destroys it and leaves behind a puddle that is {@quickref difficult terrain||3} until it dries."
],
"damageInflict": [
"cold"
],
"conditionInflict": [
"prone"
],
"savingThrow": [
"dexterity"
],
"miscTags": [
"DFT"
],
"classes": {
"fromClassList": [
{
"name": "Druid",
"source": "PHB"
},
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
}
},
{
"name": "Instant Freeze",
"source": "Ar7",
"page": 21,
"level": 1,
"school": "V",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 30
}
},
"components": {
"v": true,
"s": true,
"m": "a piece of saltpeter"
},
"duration": [
{
"type": "instant"
}
],
"entries": [
"You freeze a 5-foot cube of water that you can see within range. Any creatures in the water must succeed on a Dexterity saving throw or become {@condition restrained}. A {@condition restrained} creature can use its action to make a Strength check against your spell save DC, breaking the ice around it and freeing itself on a success."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast this spell using a spell slot of 2nd level or higher, the size of the cube increases by 5 feet for each slot level above 1st."
]
}
],
"conditionInflict": [
"restrained"
],
"savingThrow": [
"dexterity"
],
"abilityCheck": [
"strength"
],
"miscTags": [
"SCL",
"SGT"
],
"classes": {
"fromClassList": [
{
"name": "Druid",
"source": "PHB"
},
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
}
},
{
"name": "Jet of Water",
"source": "Ar7",
"page": 22,
"level": 3,
"school": "C",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "line",
"distance": {
"type": "feet",
"amount": 60
}
},
"components": {
"v": true,
"s": true,
"m": "a small hollow tube"
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1
},
"concentration": true
}
],
"entries": [
"You open a channel to the Elemental Plane of Water for a brief time. A jet of saltwater forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line or enters it for the first time on a turn must make a Strength saving throw. On a failed save, a creature takes {@damage 4d6} bludgeoning damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}.",
"In addition, any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.",
"The jet extinguishes flames in the area. Medium or smaller objects in the line that aren't secured to anything and aren't worn or carried by anyone are knocked over or pushed up to 15 feet away from you.",
"As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you."
],
"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 {@damage 1d6} for each slot level above 3rd."
]
}
],
"damageInflict": [
"bludgeoning"
],
"conditionInflict": [
"prone"
],
"savingThrow": [
"strength"
],
"miscTags": [
"DFT",
"FMV",
"UBA"
],
"classes": {
"fromClassList": [
{
"name": "Druid",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
}
},
{
"name": "Maelstrom Avatar",
"source": "Ar7",
"page": 22,
"level": 4,
"school": "T",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"v": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1
},
"concentration": true
}
],
"entries": [
"You call upon the spirits of the wind and waves to transform you with their surging power. Until the spell ends, stormy winds swirl around you, small waves crash against the ground at your feet, and you gain the following benefits:",
{
"type": "list",
"items": [
"Attacks against you have disadvantage.",
"You make Strength and Dexterity saving throws with advantage.",
"Moving through nonmagical {@quickref difficult terrain||3} doesn't cost you extra movement."
]
},
"When you hit a creature with a melee attack, you can choose to channel a final surge of tempestuous might to deal an extra {@damage 2d8} lightning or thunder damage (your choice). The spell then ends."
],
"damageInflict": [
"lightning",
"thunder"
],
"savingThrow": [
"dexterity"
],
"miscTags": [
"AAD"
],
"classes": {
"fromClassList": [
{
"name": "Druid",
"source": "PHB"
},
{
"name": "Ranger",
"source": "PHB"
},
{
"name": "Warlock",
"source": "PHB"
}
]
}
},
{
"name": "Sandstorm",
"source": "Ar7",
"page": 22,
"level": 5,
"school": "V",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 120
}
},
"components": {
"v": true,
"s": true,
"m": "a pinch of sand"
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1
},
"concentration": true
}
],
"entries": [
"You create a 30-foot-radius sandstorm centered on a point you can see within range. Medium or smaller objects that aren't secured to anything and aren't worn or carried by anyone are caught up in the howling winds.",
"The area is heavily obscured.",
"A creature that starts its turn in the sandstorm or enters it for the first time on a turn, including when the sandstorm first appears, must succeed on a Dexterity saving throw or take {@damage 5d8} bludgeoning damage and become {@condition blinded} until the start of its next turn. In addition, a Medium or smaller creature that fails the save is pushed 10 feet in a random direction."
],
"damageInflict": [
"bludgeoning"
],
"conditionInflict": [
"blinded"
],
"savingThrow": [
"dexterity"
],
"miscTags": [
"FMV",
"OBJ",
"OBS",
"SGT"
],
"classes": {
"fromClassList": [
{
"name": "Druid",
"source": "PHB"
},
{
"name": "Ranger",
"source": "PHB"
},
{
"name": "Warlock",
"source": "PHB"
}
]
}
},
{
"name": "Tremorsense",
"source": "Ar7",
"page": 22,
"level": 2,
"school": "T",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "touch"
}
},
"components": {
"s": true,
"m": "a tiny pendulum"
},
"duration": [
{
"type": "timed",
"duration": {
"type": "hour",
"amount": 8
}
}
],
"entries": [
"{@note {@sense Tremorsense|MM}}",
"You touch a willing creature to grant it the ability to sense vibrations in the earth. For the duration, that creature can detect and pinpoint the origin of vibrations within 120 feet, provided that the creature and the source of the vibrations are in contact with the same ground or substance. This sense can't be used to detect flying or incorporeal creatures or see {@condition invisible} ones (though it can pinpoint the location of an {@condition invisible} creature moving on or through the earth)."
],
"conditionInflict": [
"invisible"
],
"classes": {
"fromClassList": [
{
"name": "Druid",
"source": "PHB"
},
{
"name": "Ranger",
"source": "PHB"
}
]
}
}
]
}
},
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{
"json": "Ar8",
"abbreviation": "Ar8",
"full": "Arcadia Issue 8",
"url": "https://shop.mcdmproductions.com/products/arcadia-issue8",
"authors": [
"James Intracaso",
"Matt Colville",
"Jessica Marcrum",
"V.J. Harris",
"Bianca Bickford"
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},
"subclass": [
{
"name": "Hag Patron",
"shortName": "Hag",
"source": "Ar8",
"page": 3,
"subclassFeatures": [
"Warlock Hag Patron|Warlock||Hag|Ar8|1",
"Hag Kind|Warlock||Hag|Ar8|1",
"Expanded Spell List|Warlock||Hag|Ar8|1",
"Bonus Cantrip|Warlock||Hag|Ar8|1",
"Horrifying Appearance|Warlock||Hag|Ar8|1",
"Auntie's Travel Guide|Warlock||Hag|Ar8|6",
"Wicked Claws|Warlock||Hag|Ar8|10",
"Grandmother's Wrath|Warlock||Hag|Ar8|14"
],
"className": "Warlock",
"classSource": "PHB",
"subclassSpells": [
"vicious mockery"
],
"additionalSpells": [
{
"known": {
"0": [
"vicious mockery#c"
]
}
}
]
},
{
"name": "Wicked Witch Origin",
"shortName": "Wicked Witch",
"source": "Ar8",
"page": 7,
"subclassFeatures": [
"Wicked Witch Sorcerous Origin|Sorcerer||Wicked Witch|Ar8|1",
"Granny's Gifts|Sorcerer||Wicked Witch|Ar8|1",
"Hag Ancestor|Sorcerer||Wicked Witch|Ar8|1",
"Clever Little Witch|Sorcerer||Wicked Witch|Ar8|6",
"Fly, My Pretty|Sorcerer||Wicked Witch|Ar8|14",
"Coven Calling|Sorcerer||Wicked Witch|Ar8|18"
],
"className": "Sorcerer",
"classSource": "PHB"
},
{
"name": "College of Grandmother's Tales",
"shortName": "Grandmother's Tales",
"source": "Ar8",
"page": 8,
"subclassFeatures": [
"Bardic College of Grandmother's Tales|Bard||Grandmother's Tales|Ar8|3",
"Book of Tales|Bard||Grandmother's Tales|Ar8|3",
"Have a Bite|Bard||Grandmother's Tales|Ar8|3",
"Horrifying Performance|Bard||Grandmother's Tales|Ar8|3",
"Granny's Here|Bard||Grandmother's Tales|Ar8|6",
"Poisonous Performance|Bard||Grandmother's Tales|Ar8|14"
],
"className": "Bard",
"classSource": "PHB"
}
],
"subclassFeature": [
{
"name": "Warlock Hag Patron",
"source": "Ar8",
"className": "Warlock",
"classSource": "PHB",
"subclassShortName": "Hag",
"subclassSource": "Ar8",
"page": 3,
"level": 1,
"entries": [
"Grandmother hags never stop scheming and relish the assistance of a minion...warlock...same thing. They train assistants inclined toward herbalism, animal care, spellwork, and menace. With time, these warlocks rely upon their grandmothers for magical gifts.",
"Hags are involved patrons. Quick to punish her warlocks for acting against her interests, a hag patron is opinionated and dedicated to molding her \"grandchildren.\" Warlocks who have an entire coven mentoring them typically also have to work around inter-coven politics, with each hag using the warlock to gain advantage over the other hags."
]
},
{
"name": "Hag Kind",
"source": "Ar8",
"className": "Warlock",
"classSource": "PHB",
"subclassShortName": "Hag",
"subclassSource": "Ar8",
"page": 4,
"level": 1,
"entries": [
"Choose your patron's kind or determine it randomly, rolling on the Hag Kind table below. If your patron is a coven of hags, you gain the coven features of this subclass, regardless of the kind of hags that make up the coven.",
{
"type": "table",
"caption": "Hag Kind",
"colLabels": [
"d4",
"Kind"
],
"colStyles": [
"col-2 text-center",
"col-2 text-center"
],
"rows": [
[
"1",
"Green"
],
[
"2",
"Night"
],
[
"3",
"Sea"
],
[
"4",
"Coven"
]
]
}
]
},
{
"name": "Expanded Spell List",
"source": "Ar8",
"className": "Warlock",
"classSource": "PHB",
"subclassShortName": "Hag",
"subclassSource": "Ar8",
"page": 5,
"level": 1,
"entries": [
"The Hag lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you, determined by your patron's kind: green, night, sea, or coven.",
{
"type": "table",
"colLabels": [
"Spell Level",
"Green Hag Spells",
"Night Hag Spells",
"Sea Hag Spells",
"Coven Spells"
],
"colStyles": [
"col-2 text-center",
"col-2 text-center",
"col-2 text-center",
"col-2 text-center",
"col-2 text-center"
],
"rows": [
[
"1st",
"{@spell detect magic}, {@spell silent image}",
"{@spell magic missile}, {@spell sleep}",
"{@spell create or destroy water}, {@spell fog cloud}",
"{@spell animal friendship}, {@spell tasha's hideous laughter|PHB|hideous laughter}"
],
[
"2nd",
"{@spell detect thoughts}, {@spell spike growth}",
"{@spell alter self}, {@spell blindness/deafness}",
"{@spell moonbeam}, {@spell silence}",
"{@spell locate object}, {@spell web}"
],
[
"3rd",
"{@spell bestow curse}, {@spell conjure animals}",
"{@spell blink}, {@spell slow}",
"{@spell water walk}, {@spell wind wall}",
"{@spell lightning bolt}, {@spell leomund's tiny hut}"
],
[
"4th",
"{@spell dominate beast}, {@spell polymorph}",
"{@spell faithful hound}, {@spell phantasmal killer}",
"{@spell evard's black tentacles||black tentacles}, {@spell control water}",
"{@spell compulsion}, {@spell divination}"
],
[
"5th",
"{@spell dominate person}, {@spell mislead}",
"{@spell insect plague}, {@spell modify memory}",
"{@spell cloudkill}, {@spell contagion}",
"{@spell cone of cold}, {@spell geas}"
]
]
}
]
},
{
"name": "Bonus Cantrip",
"source": "Ar8",
"className": "Warlock",
"classSource": "PHB",
"subclassShortName": "Hag",
"subclassSource": "Ar8",
"page": 5,
"level": 1,
"entries": [
"At 1st level, you learn the {@spell vicious mockery} cantrip. It counts as a warlock cantrip for you, but doesn't count against your number of cantrips known."
]
},
{
"name": "Horrifying Appearance",
"source": "Ar8",
"className": "Warlock",
"classSource": "PHB",
"subclassShortName": "Hag",
"subclassSource": "Ar8",
"page": 5,
"level": 1,
"entries": [
"At 1st level, you can use a bonus action to make your appearance monstrous with massive, knobbly clawed hands for 1 minute. When you change your appearance, each creature you choose within 30 feet of you that can see you must make a Wisdom saving throw against your spell save DC or become frightened of you until you no longer appear monstrous. A frightened creature can repeat the saving throw at the end of each of its turns, at disadvantage if you are still in line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to your Horrific Appearance for the next 24 hours.",
"While your appearance is monstrous, you can use an action to make an attack against a creature within 5 feet of you with your claws, which deal {@damage 2d8} slashing damage on a hit. You can use your Charisma modifier for the claws' attack and damage rolls.",
"Once you use this feature, you can't use it again until you finish a short or long rest."
]
},
{
"name": "Auntie's Travel Guide",
"source": "Ar8",
"className": "Warlock",
"classSource": "PHB",
"subclassShortName": "Hag",
"subclassSource": "Ar8",
"page": 5,
"level": 6,
"entries": [
"Starting at 6th level, your patron grants you one of her favorite abilities to expedite your escape or spy on your foes.",
"{@b {@i Green.}} As an action, you magically turn invisible for 10 minutes or until you attack, cast a spell, or your concentration ends (as if concentrating on a spell). While invisible, you leave no physical evidence of your passage, so you can be tracked only by magic. Any equipment you wear or carry is invisible with you. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.",
"{@b {@i Night.}} You learn to craft a {@i lesser heartstone}, a magical lustrous black gem. Crafting a {@i lesser heartstone} requires 4 hours of uninterrupted work, which can coincide with a long rest.",
"While holding the stone, you can use an action to cast the {@spell etherealness} spell without expending a spell slot, but the spell ends after a number of rounds equal to your proficiency bonus. After you use the {@i lesser heartstone} in this way, it is destroyed.",
"If you create a new {@i lesser heartstone}, the previous one ceases to function.",
"{@b {@i Sea.}} You gain a swimming speed of 40 feet, and you can breathe underwater. When you are fully submerged, any creature that is also fully submerged can understand your speech if you share a language, and you can understand theirs.",
"Additionally, you can pollute the very ground upon which you walk or waters where you swim. As an action, you release noxious vapors in a 15-foot-radius sphere centered on yourself for 10 minutes. Any nonmagical plant in the area that is not a creature withers and dies. Any creature of your choice that enters the area for the first time on a turn or starts its turn there must succeed on a Constitution saving throw against your spell save DC or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. Once you pollute your environment in this way, you can't do so again until you finish a long rest.",
"{@b {@i Coven.}} You learn to create a {@i lesser hag's eye} by coating an eye in varnish and performing a ritual upon it. Crafting a {@i lesser hag's eye} requires 1 hour of uninterrupted work, which can coincide with a short or long rest. While you are on the same plane of existence as the {@i lesser hag's eye}, you can use an action to see through it until the start of your next turn. While you see through the eye, you can see invisible creatures and objects as if they were visible, though you are blind with regard to your own senses. A {@i lesser hag's eye} has AC 10 and 1 hit point. If it is destroyed by someone other than you, you take {@damage 3d8} psychic damage.",
"If you create a new {@i lesser hag's eye}, the previous one ceases to function."
]
},
{
"name": "Wicked Claws",
"source": "Ar8",
"className": "Warlock",
"classSource": "PHB",
"subclassShortName": "Hag",
"subclassSource": "Ar8",
"page": 6,
"level": 10,
"entries": [
"Beginning at 10th level, when taking on your Horrifying Appearance, your claws are empowered with the fear of your enemies. Your claws deal an extra {@damage 2d8} psychic damage on a hit, plus an additional {@damage 3d8} psychic damage if the target is {@condition frightened}.",
"Your Horrifying Appearance now lasts a number of minutes equal to your warlock level.",
"While your Horrifying Appearance is active, you can't be {@condition charmed} or {@condition frightened}."
]
},
{
"name": "Grandmother's Wrath",
"source": "Ar8",
"className": "Warlock",
"classSource": "PHB",
"subclassShortName": "Hag",
"subclassSource": "Ar8",
"page": 6,
"level": 14,
"entries": [
"Starting at 14th level, you torment and bewilder your foes in a style according to your patron's hag type.",
"{@b {@i Green.}} You can expertly mimic animal sounds and humanoid voices you have heard. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against your spell save DC.",
"Additionally, while mimicking a sound or voice, you can target one creature that can hear and understand you within 60 feet of you, reminding them of all their failures, flaws, and insecurities. That creature must make a Wisdom saving throw against your spell save DC. On a success, the target takes {@damage 4d10} psychic damage. On a failure, it is {@condition charmed} by you for 1 minute. While charmed in this way, the target falls {@condition prone} and is {@condition incapacitated} for the duration, thinking only of its faults. A {@condition charmed} target can repeat the saving throw whenever it takes damage, ending the condition on itself on a success and taking no psychic damage as a result of the effect ending. Once you attempt to charm a creature with this feature, you can't do so again until you finish a long rest.",
"{@b {@i Night.}} While in possession of a {@i lesser heartstone}, you hold the power of disease and death in your hands. As a bonus action, you can touch your {@i lesser heartstone} to a creature and choose one of the following two options: cure the target of all diseases affecting it or cast {@spell finger of death} without expending a spell slot (targeting the creature you touch with the {@i lesser heartstone}) and gaining temporary hit points equal to half the damage dealt by the spell. Once you use the {@i lesser heartstone} in this way, you can't use this feature again until you finish a long rest.",
"{@b {@i Sea. }} No one can stand against your horrifying gaze. As an action, you can target one {@condition frightened} creature you can see within 30 feet of you. If the target can see you, it must make a Wisdom saving throw against your spell save DC. On a failed save, its hit points are reduced to 0. On a successful save, it takes {@damage 5d10} psychic damage. Once you use this feature, you can't use it again until you finish a long rest.",
"{@b {@i Coven.}} Your {@i lesser hag's eye} is imbued with the power of your coven. Your hag's eye can hover up to 15 feet in the air as long as it is within 120 feet of you. On your turn, you can move a floating eye up to 30 feet in any direction (no action). If the eye is more than 120 feet from you, it falls.",
"Additionally, when you cast a spell with a casting time of 1 action, you can use a bonus action to cast it from the eye as if you were in the eye's space.",
"You can also use an action to explode your hag's eye in a 60-foot-radius sphere of psychic energy. All creatures in the area must make a Wisdom saving throw against your spell save DC, taking {@damage 4d10} psychic damage on a failed save, or half as much damage on a successful one."
]
},
{
"name": "Wicked Witch Sorcerous Origin",
"source": "Ar8",
"className": "Sorcerer",
"classSource": "PHB",
"subclassShortName": "Wicked Witch",
"subclassSource": "Ar8",
"page": 7,
"level": 1,
"entries": [
"Most hags can assume a variety of appearances and aren't opposed to dallying with humanoids, especially if the mortals serve their interests. The offspring of these liaisons demonstrate an early gift for magical troublemaking. Some hags raise these children as their own as minions and might even allow them to join the coven. Others stay with their mortal parents, who are typically shocked when their toddler starts invading their dreams or ripping apart their best clothing with vicious claws."
]
},
{
"name": "Granny's Gifts",
"source": "Ar8",
"className": "Sorcerer",
"classSource": "PHB",
"subclassShortName": "Wicked Witch",
"subclassSource": "Ar8",
"page": 7,
"level": 1,
"entries": [
"Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Granny's Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.",
"Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or an illusion spell from the sorcerer, warlock, or wizard spell list.",
"In addition, your ancestor offers you certain resistances you can pass on to others. When you finish a long rest, choose yourself or a creature within 30 feet of you that you can see. The target has advantage on saving throws against being {@condition charmed} or {@condition frightened} until the end of your next long rest or until you die.",
{
"type": "table",
"caption": "Granny's Spells",
"colLabels": [
"Sorcerer Level",
"Spells"
],
"colStyles": [
"col-1 text-center",
"col-4 text-center"
],
"rows": [
[
"1st",
"{@spell bane}, {@spell tasha's hideous laughter}"
],
[
"3rd",
"{@spell animal messenger}, {@spell mirror image}"
],
[
"5th",
"{@spell fear}, {@spell hypnotic pattern}"
],
[
"7th",
"{@spell confusion}, {@spell greater invisibility}"
],
[
"9th",
"{@spell dream}, {@spell mislead}"
]
]
}
]
},
{
"name": "Hag Ancestor",
"source": "Ar8",
"className": "Sorcerer",
"classSource": "PHB",
"subclassShortName": "Wicked Witch",
"subclassSource": "Ar8",
"page": 7,
"level": 1,
"entries": [
"Also at 1st level, choose your ancestor's kind or determine it randomly on the Ancestor Kind table below. The magic specialty associated with each hag is used by features you gain later",
"You can speak, read, and write the language of your ancestor, and you gain the bonus proficiency determined by the kind. Additionally, you have advantage on Charisma checks made to influence hags.",
{
"type": "table",
"caption": "Ancestor Kind",
"colLabels": [
"d6",
"Kind",
"Specialty",
"Language",
"Bonus Proficiency"
],
"colStyles": [
"col-2 text-center",
"col-2 text-center",
"col-2 text-center",
"col-2 text-center",
"col-2 text-center"
],
"rows": [
[
"1-2",
"Green",
"Illusion",
"Sylvan",
"Deception"
],
[
"3-4",
"Night",
"Enchantment",
"Abyssal",
"Insight"
],
[
"5-6",
"Sea",
"Transmutation",
"Aquan",
"Intimidation"
]
]
}
]
},
{
"name": "Clever Little Witch",
"source": "Ar8",
"className": "Sorcerer",
"classSource": "PHB",
"subclassShortName": "Wicked Witch",
"subclassSource": "Ar8",
"page": 8,
"level": 6,
"entries": [
"At 6th level, you can turn your enemies' spells against them. When a creature targets you or an ally within 15 feet of you with a spell of 1st level or higher that targets only one creature and requires an attack roll or forces the target to make a saving throw, you can use your reaction immediately after the spell resolves and spend a number of sorcery points equal to the spell's level to cast it back at the caster, without expending material components. This spell uses your spell save DC and spell attack bonus, and if it is from your ancestor's specialty school, it costs half the number of sorcery points (rounded down)."
]
},
{
"name": "Fly, My Pretty",
"source": "Ar8",
"className": "Sorcerer",
"classSource": "PHB",
"subclassShortName": "Wicked Witch",
"subclassSource": "Ar8",
"page": 8,
"level": 14,
"entries": [
"At 14th level, when you finish a long rest, you can touch a Small or Medium object of your choice, such as a broom, bedroll, or bagpipes, and enchant it to fly.",
"The enchanted item functions as normal until you or another creature stands astride it and uses an action or bonus action to speak its command word (chosen by you upon enchanting the object). It then hovers and can be ridden in the air. Using another action or bonus action to speak the command word again causes the item to stop hovering.",
"While hovering, the item has a flying speed of 60 feet. It can carry a Small or Medium creature, along with everything the creature is wearing or carrying. While a creature is flying on the item, it can't be {@condition charmed} or {@condition frightened}.",
"If you enchant a new flying item, the previous one ceases to function."
]
},
{
"name": "Coven Calling",
"source": "Ar8",
"className": "Sorcerer",
"classSource": "PHB",
"subclassShortName": "Wicked Witch",
"subclassSource": "Ar8",
"page": 8,
"level": 18,
"entries": [
"By 18th level, you seek vengeance on the spellweavers who would not accept you or your ancestors. When you use Clever Little Witch, you can cast any spell of 1st level or higher you saw the triggering creature cast in the last minute by spending sorcery points equal to the spell's level or, if it is from your ancestor's specialty school, half the number of sorcery points (rounded down).",
"Additionally, you can spend 2 sorcery points as an action to conjure two hag-like duplicates of yourself in your space. They function like the duplicates in the {@spell mirror image} spell, but they can act on the same initiative count immediately after you. On its turn, a duplicate can only take one action to cast a spell you know of 1st, 2nd, or 3rd level with an instantaneous duration. You must spend sorcery points equal to the spell's level for the duplicate to cast it."
]
},
{
"name": "Bardic College of Grandmother's Tales",
"source": "Ar8",
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Grandmother's Tales",
"subclassSource": "Ar8",
"page": 8,
"level": 3,
"entries": [
"There are few evils so frightening as the wicked witch. Living in the woods, a swamp, or the top of a tower, she imprisons, robs, maims, or murders all who come near. Bards know the power of a good story, and those following the College of Grandmother's Tales use the horror of the wicked witch to their advantage. They draw upon the fears of growing old, mortality, the loss of agency, and the inability to trust those closest to you to terrify their foes."
]
},
{
"name": "Book of Tales",
"source": "Ar8",
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Grandmother's Tales",
"subclassSource": "Ar8",
"page": 9,
"level": 3,
"entries": [
"When you join the College of Grandmother's Tales at 3rd level, you receive a book of fairy tales, sheet music, or poetry that you can use as a spellcasting focus for your bard spells. If you lose this focus, you must write or purchase a new book."
]
},
{
"name": "Have a Bite",
"source": "Ar8",
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Grandmother's Tales",
"subclassSource": "Ar8",
"page": 9,
"level": 3,
"entries": [
"Also at 3rd level, you infuse your stories with tales of poisoned fruit given to fairy-tale royals. You learn the {@spell poison spray} cantrip, which doesn't count against the number of bard cantrips you know.",
"Additionally, as an action, you can expend one use of your Bardic Inspiration, choose one creature within 30 feet of you that can hear you, and roll the Bardic Inspiration die. The target must make a Constitution saving throw against your spell save DC. On a failure, the target takes poison damage equal to the roll plus your Charisma modifier and is {@condition poisoned} for 1 minute. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a target takes only half the damage and isn't {@condition poisoned}.",
"At 5th level, a creature that fails its saving throw against this feature becomes {@condition poisoned} and falls {@condition prone}. At 10th level, a creature that fails its saving throw against this feature becomes {@condition poisoned} and falls {@condition prone}, and while poisoned in this way, the creature's speed is reduced to 0. At 15th level, a creature that fails its saving throw against this feature becomes {@condition poisoned} and falls {@condition prone}, and while poisoned in this way, the creature's speed is reduced to 0 and it is {@condition incapacitated}."
]
},
{
"name": "Horrifying Performance",
"source": "Ar8",
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Grandmother's Tales",
"subclassSource": "Ar8",
"page": 9,
"level": 3,
"entries": [
"Also at 3rd level, you learn to tell quick, terrifying stories that make any creature seem nightmarish. As an action, you perform a short tale or song about a creature within 30 feet of you that you can see. Every creature of your choice that can hear you and is within 15 feet of the target must succeed on a Wisdom saving throw against your spell save DC or be {@condition frightened} of the target for 1 minute. A {@condition frightened} creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. The creature has disadvantage on the saving throw to end the effect if it has taken damage from the target since the end of its last turn.",
"Once you use this feature, you can't use it again until you finish a short or long rest."
]
},
{
"name": "Granny's Here",
"source": "Ar8",
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Grandmother's Tales",
"subclassSource": "Ar8",
"page": 9,
"level": 6,
"entries": [
"When you reach 6th level, you can use your action to summon a spectral witch from a book of tales, sheet music, or another storytelling device. It uses the {@creature ethereal hag|Ar8} stat block and shares your proficiency bonus. The hag is friendly to you and your companions, seeing all of you as her grandchildren. She lives for 1 hour, until she is reduced to 0 hit points, or until you die.",
"In combat, the {@creature ethereal hag|Ar8} shares your initiative count, but takes her turn immediately after yours. She can move and use her reaction on her own, but the only action she takes on her turn is the Dodge action, unless you use a bonus action on your turn to command her to take another action. That action can be one in her stat block or some other action. If you are incapacitated, she can take any action of her choice, not just the Dodge action.",
"Once you summon an {@creature ethereal hag|Ar8} with this feature, you can't do so again until you finish a long rest."
]
},
{
"name": "Poisonous Performance",
"source": "Ar8",
"className": "Bard",
"classSource": "PHB",
"subclassShortName": "Grandmother's Tales",
"subclassSource": "Ar8",
"page": 10,
"level": 14,
"entries": [
"By 14th level, your terrifying words sting. Your Horrifying Performance affects creatures of your choice that can hear you within 30 feet of the target.",
"If a creature fails its saving throw against your Horrifying Performance, you can immediately use Have a Bite against it as a reaction. The target has disadvantage on the saving throw against Have a Bite."
]
}
],
"item": [
{
"name": "Ring of Light",
"source": "Ar8",
"page": 38,
"rarity": "common",
"value": 20000,
"entries": [
"While wearing this silver ring with a round amber stone, you can use an action to speak its command word to cause the stone to shed a bright golden light in a 30-foot radius and dim light for an additional 30 feet. Covering the stone blocks the light. The light lasts for 1 hour or until you use an action to speak the command word again. The ring can't be used again until the next dawn."
]
},
{
"name": "Merfolk's Tear",
"source": "Ar8",
"page": 38,
"rarity": "uncommon",
"wondrous": true,
"value": 60000,
"entries": [
"Legend says that this silver chain holding two blue teardrop pendants was a gift from a goddess to unite a human with their merfolk lover. While wearing this pendant, you can breathe underwater, you can speak and understand Aquan, and you have a swimming speed of 40 feet."
]
},
{
"name": "Compass of Escape",
"source": "Ar8",
"page": 38,
"rarity": "rare",
"wondrous": true,
"value": 2100000,
"entries": [
"The needle on this small brass compass doesn't move while outdoors. While the compass is in an enclosed space such as a building or cave, the needle always points toward the nearest exit to open air, without accounting for barriers, obstacles, or danger along the way."
]
}
],
"monster": [
{
"name": "Emerald",
"source": "Ar8",
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"human"
]
},
"page": 39,
"alignment": [
"N"
],
"ac": [
{
"ac": 19,
"from": [
"+2 studded leather"
]
}
],
"hp": {
"average": 117,
"formula": "18d8 + 36"
},
"speed": {
"walk": 30,
"climb": 30
},
"str": 12,
"dex": 20,
"con": 14,
"int": 14,
"wis": 12,
"cha": 16,
"save": {
"dex": "+8",
"int": "+5"
},
"skill": {
"acrobatics": "+8",
"deception": "+9",
"history": "+5",
"persuasion": "+6",
"sleight of hand": "+11",
"stealth": "+11"
},
"passive": 11,
"languages": [
"Common",
"Dwarvish",
"Elvish",
"Halfling",
"thieves' cant"
],
"cr": {
"cr": "8",
"xp": 3900
},
"trait": [
{
"name": "Cunning Action",
"entries": [
"On each of her turns, Emerald can use a bonus action to take the Dash, Disengage, or Hide action."
]
},
{
"name": "Evasion",
"entries": [
"If Emerald is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Emerald instead takes no damage if she succeeds on the saving throw, and only half damage if she fails."
]
},
{
"name": "Minor Illusion",
"entries": [
"Emerald can cast the {@spell minor illusion} cantrip at will. Her spellcasting ability is Intelligence (spell save DC 13)."
]
},
{
"name": "Scimitar of Speed Bonus Attack",
"entries": [
"On each of her turns, Emerald can use a bonus action to make an attack with her scimitar of speed."
]
},
{
"name": "Special Equipment",
"entries": [
"Emerald wears a {@item ring of invisibility|DMG} and {@item +2 armor|DMG|+2 studded leather}. She wields a {@item scimitar of speed|DMG} and a {@item dagger of venom|DMG}. She carries {@item goggles of night|DMG} but doesn't wear them unless needed."
]
},
{
"name": "Sneak Attack (1/Turn)",
"entries": [
"Emerald deals an extra 21 ({@damage 6d6}) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Emerald that isn't incapacitated and she doesn't have disadvantage on the attack roll."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Emerald makes two melee attacks."
]
},
{
"name": "Scimitar of Speed",
"entries": [
"{@i Melee Weapon Attack:} +10 to hit, reach 5 ft., one target. Hit: 10 ({@damage 1d6 + 7}) slashing damage."
]
},
{
"name": "Dagger of Venom",
"entries": [
"{@i Melee or Ranged Weapon Attack:} +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 ({@damage 1d4 + 6}) piercing damage."
]
},
{
"name": "Poison Blade (1/Day)",
"entries": [
"Emerald causes thick, black poison to coat the blade of her dagger of venom. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a {@dc 15} Constitution saving throw or take 11 ({@damage 2d10}) poison damage and become {@condition poisoned} for 1 minute."
]
}
],
"reaction": [
{
"name": "Uncanny Dodge",
"entries": [
"Emerald halves the damage that she takes from an attack that hits her. She must be able to see the attacker."
]
}
],
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://i.imgur.com/MjaVRT0.jpg"
}
}
]
},
"traitTags": [
"Sneak Attack"
],
"actionTags": [
"Multiattack"
],
"attachedItems": [
"dagger of venom|dmg",
"scimitar of speed|dmg"
],
"savingThrowForced": [
"constitution"
],
"miscTags": [
"MLW"
]
},
{
"name": "Ethereal Hag",
"source": "Ar8",
"size": [
"M"
],
"type": "fey",
"page": 10,
"alignment": [
"N"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"special": "10 + five times your bard level"
},
"speed": {
"walk": 30,
"swim": 40
},
"str": 17,
"dex": 15,
"con": 16,
"int": 13,
"wis": 14,
"cha": 16,
"resist": [
"cold",
"fire",
"poison"
],
"conditionImmune": [
"charmed"
],
"passive": 12,
"languages": [
"Sylvan",
"understands the languages you speak"
],
"trait": [
{
"name": "Horrific Appearance",
"entries": [
"Each humanoid chosen by the hag that starts its turn within 30 feet of the hag and can see her must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours."
]
},
{
"name": "Mimicry",
"entries": [
"The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check at DC 8 + PB + your Charisma modifier."
]
}
],
"action": [
{
"name": "Claws",
"entries": [
"{@i Melee Weapon Attack:} your spell attack modifier to hit, reach 5 ft., one target. Hit: {@damage 1d8 + PB} slashing damage + {@damage 1d6} psychic damage."
]
},
{
"name": "Etherealness",
"entries": [
"The ethereal hag magically enters the Ethereal Plane from the Material Plane, or vice versa."
]
}
]
},
{
"name": "Witch",
"source": "Ar8",
"page": 11,
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"any race"
]
},
"alignment": [
"A"
],
"ac": [
{
"ac": 13,
"from": [
"light"
]
}
],
"hp": {
"special": "health levels equal to their level"
},
"speed": {
"walk": {
"number": 30,
"condition": "(dependant on ancestry)"
}
},
"str": 14,
"dex": 14,
"con": 14,
"int": 14,
"wis": 14,
"cha": 18,
"save": {
"str": "+3",
"dex": "+3",
"con": "+3",
"int": "+3",
"wis": "+6",
"cha": "+6"
},
"skill": {
"deception": "+2",
"intimidation": "+2"
},
"senses": [
"appropriate to ancestry"
],
"passive": 12,
"languages": [
"appropriate to ancestry (usually Common)"
],
"cr": "Unknown",
"trait": [
{
"name": "Retainer",
"entries": [
"This creature is a Retainer, as described in {@book Strongholds and Followers|SaF|8|Retainers}"
]
}
],
"action": [
{
"name": "Signature Attack",
"entries": [
"{@spell vicious mockery}"
]
},
{
"name": "Mirror Image (3/Day)",
"entries": [
"{@i Prerequisite: 3rd-level retainer}",
"{@spell mirror image}"
]
},
{
"name": "Polymorph (1/Day)",
"entries": [
"{@i Prerequisite: 5th-level retainer}",
"{@spell polymorph}"
]
},
{
"name": "Auntie's Travel Guide (1/Day)",
"entries": [
"{@i Prerequisite: 7th-level retainer}",
"The witch casts the {@spell greater invisibility} spell. While invisible, the witch is completely silent and leaves no tracks."
]
}
]
},
{
"name": "Grandchild",
"source": "Ar8",
"page": 11,
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"any race"
]
},
"alignment": [
"A"
],
"ac": [
{
"ac": 13,
"from": [
"light"
]
}
],
"hp": {
"special": "health levels equal to their level"
},
"speed": {
"walk": {
"number": 30,
"condition": "(dependant on ancestry)"
}
},
"str": 14,
"dex": 14,
"con": 14,
"int": 14,
"wis": 14,
"cha": 18,
"save": {
"str": "+3",
"dex": "+3",
"con": "+6",
"int": "+3",
"wis": "+3",
"cha": "+6"
},
"skill": {
"deception": "+2",
"stealth": "+2"
},
"senses": [
"appropriate to ancestry"
],
"passive": 12,
"languages": [
"appropriate to ancestry (usually Common)"
],
"cr": "Unknown",
"trait": [
{
"name": "Retainer",
"entries": [
"This creature is a Retainer, as described in {@book Strongholds and Followers|SaF|8|Retainers}"
]
}
],
"action": [
{
"name": "Signature Attack",
"entries": [
"{@spell shocking grasp}"
]
},
{
"name": "Disguise Self (3/Day)",
"entries": [
"{@i Prerequisite: 3rd-level retainer}",
"{@spell disguise self}"
]
},
{
"name": "Fly (1/Day)",
"entries": [
"{@i Prerequisite: 5th-level retainer}",
"{@spell fly}"
]
},
{
"name": "Clever Little Witch (1/Day)",
"entries": [
"{@i Prerequisite: 7th-level retainer}",
"After being targeted by a spell that targets one creature, the Grandchild casts the same spell on a new target within 30 feet."
]
}
]
},
{
"name": "Folklorist",
"source": "Ar8",
"page": 11,
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"any race"
]
},
"alignment": [
"A"
],
"ac": [
{
"ac": 13,
"from": [
"light"
]
}
],
"hp": {
"special": "health levels equal to their level"
},
"speed": {
"walk": {
"number": 30,
"condition": "(dependant on ancestry)"
}
},
"str": 14,
"dex": 14,
"con": 14,
"int": 14,
"wis": 14,
"cha": 18,
"save": {
"str": "+3",
"dex": "+6",
"con": "+3",
"int": "+3",
"wis": "+3",
"cha": "+6"
},
"skill": {
"deception": "+2",
"history": "+2",
"performance": "+2"
},
"senses": [
"appropriate to ancestry"
],
"passive": 12,
"languages": [
"appropriate to ancestry (usually Common)"
],
"cr": "Unknown",
"trait": [
{
"name": "Retainer",
"entries": [
"This creature is a Retainer, as described in {@book Strongholds and Followers|SaF|8|Retainers}"
]
}
],
"action": [
{
"name": "Signature Attack",
"entries": [
"{@spell poison spray}"
]
},
{
"name": "Poisoned Words (3/Day)",
"entries": [
"{@i Prerequisite: 3rd-level retainer}",
"The folklorist targets a creature within 30 feet and rolls {@damage 1d6}. The target must succeed on a Constitution saving throw or take poison damage equal to the number on the d6 and become {@condition poisoned} for 1 minute. On a successful save, the target only takes the poison damage and isn't {@condition poisoned}."
]
},
{
"name": "Fear (1/Day)",
"entries": [
"{@i Prerequisite: 5th-level retainer}",
"{@spell fear}"
]
},
{
"name": "Conjure Woodland Beings (1/Day)",
"entries": [
"{@i Prerequisite: 7th-level retainer}",
"{@spell conjure woodland beings}"
]
}
]
}
],
"spell": [
{
"name": "Breath Weapon",
"source": "Ar8",
"level": 3,
"school": "I",
"range": {
"type": "special"
},
"page": 21,
"components": {
"v": true,
"s": true,
"m": "a flask of whiskey"
},
"duration": [
{
"type": "instant"
}
],
"time": [
{
"number": 1,
"unit": "action"
}
],
"classes": {
"fromClassList": [
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"entries": [
"Choose acid, cold, fire, lightning, or poison. You exhale energy of the chosen type in one of these areas of effect of your choice: a 30-foot cone or a 60-foot line. Each creature in that area must make a Dexterity saving throw, taking {@damage 8d6} damage of the chosen type on a failed save, or half as much damage on a successful one."
],
"entriesHigherLevel": [
"{@b {@i At Higher Levels.}} When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@damage 1d6} for each slot level above 3rd."
]
}
],
"book": [
{
"name": "Arcadia Issue 8",
"id": "Ar8",
"source": "Ar8",
"published": "2021-10-29",
"group": "homebrew",
"author": "MCDM",
"contents": [
{
"name": "Subclasses of the Hag",
"headers": [
"Legend of the Wicked Witch",
"Warlock Hag Patron",
"Wicked Witch Sorcerous Origin",
"Bardic College of Grandmother's Tales",
"Retainers of the Hag"
]
},
{
"name": "Monstrous Components",
"headers": [
"Harvesting Components",
"Spellcasting with Monstrous Components",
"Aberrations",
"Celestials",
"Dragons",
"Elementals",
"Fiends",
"Giants",
"Monstrosities",
"Plants",
"Undead",
"Mixing Components"
]
},
{
"name": "The Emerald Exchange",
"headers": [
"The Magia Hand",
"The Emerald Exchange",
"Emerald Exchange in Towns",
"Meet Emerald",
"Prices at the Emerald Exchange",
"Adventure Hooks",
"Tactics",
"Magia Hand NPC Realm"
]
}
]
}
],
"bookData": [
{
"id": "Ar8",
"source": "Ar8",
"data": [
{
"type": "section",
"name": "Subclasses of the Hag",
"page": 3,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://i.imgur.com/w8ReWvB.jpg"
}
},
"Maligned faerie mischief-makers, hags wield far more power than their appearance suggests. When a hag's foes and victims underestimate her, she thrives. The oldest and wisest hags, grandmothers, play this deception so well that they inspire awe in their local communities and aspiring warlocks beg for their patronage. Some sorcerers are born from a hag bloodline and struggle to find acceptance from communities that fear their \"grannies.\" Bards tell stories of wicked witches in the woods, terrifying children and adults alike.",
{
"type": "entries",
"name": "Legend of the Wicked Witch",
"page": 3,
"entries": [
"The wise woman in the woods with a gleam of mischief in her eye. The ancient crone who roams the streets, talking to alleycats. The kindly widow with the frightening smile. Hags embody humanity's fears of manipulation, getting lost, and, worst of all, growing old. Solitary and crafty, hags typically keep only animal familiars as companions. On occasion, however, hags come together in groups of three or more to form covens, greatly increasing their power and spellcasting ability. As rife with disagreement as they are affection, hags in a coven constantly vie for control over each other.",
"All hags share a few key commonalities, regardless of their variety. Most come from the Feywild and possess the faerie fixation with deals. Hags always twist the odds of these pacts in their favor. Rare is the hag without a grand plan, and rarer still is one that resists the natural temptation to prey upon human nature, bending mortals' worst impulses for the hag's amusement. Green hags particularly love to toy with mortal emotions. Night hags are partial to terrifying mortals to death, and sea hags relish destruction in all forms.",
"The subclasses introduced in this article were developed around the legend of the hag, though any fairy-tale trickster could be used in their place. Perhaps a bard is inspired by the Big Bad Wolf, maybe a warlock seeks out Reynard the Fox, or perchance a sorcerer is descended from dreaded Queen Mab. The hag's legend looms large, but the world of faerie is vast and rife with tales to explore."
]
},
{
"type": "entries",
"name": "Warlock Hag Patron",
"page": 3,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://i.imgur.com/HaIaJM7.jpg"
}
},
{
"type": "list",
"items": [
"{@class Warlock|PHB|Hag|Hag|Ar8}"
]
}
]
},
{
"type": "entries",
"name": "Wicked Witch Sorcerous Origin",
"page": 8,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://i.imgur.com/YWMiWvC.jpg"
}
},
{
"type": "list",
"items": [
"{@class Sorcerer|PHB|Wicked Witch|Wicked Witch|Ar8}"
]
}
]
},
{
"type": "entries",
"name": "Bardic College of Grandmother's Tales",
"page": 7,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://i.imgur.com/tAEPuAS.jpg"
}
},
{
"type": "list",
"items": [
"{@class Bard|PHB|Grandmother's Tales|Grandmother's Tales|Ar8}"
]
}
]
},
{
"type": "entries",
"name": "Retainers of the Hag",
"page": 11,
"entries": [
"Retainers first appeared in {@book Strongholds and Followers|SaF|8|Retainers} as unique NPC followers who pledge their service to player characters. These less-experienced adventurers are easy-to-run secondary characters controlled by players. Below are retainer stat blocks for NPCs that wield the magic of hags.",
"The full rules for retainers are explained in {@book Strongholds and Followers|SaF|8|Retainers}.",
{
"type": "entries",
"name": "Witch",
"page": 11,
"entries": [
"The witch retainer is inspired by the Hag warlock patron.",
{
"type": "list",
"items": [
"{@creature Witch|Ar8}"
]
}
]
},
{
"type": "entries",
"name": "Grandchild",
"page": 11,
"entries": [
"The grandchild retainer is inspired by the Hag warlock patron.",
{
"type": "list",
"items": [
"{@creature Grandchild|Ar8}"
]
}
]
},
{
"type": "entries",
"name": "Folklorist",
"page": 11,
"entries": [
"The folklorist retainer is inspired by the Hag warlock patron.",
{
"type": "list",
"items": [
"{@creature Folklorist|Ar8}"
]
}
]
}
]
}
]
},
{
"type": "section",
"name": "Monstrous Components",
"page": 13,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://i.imgur.com/PkHEKST.jpg"
}
},
{
"type": "quote",
"entries": [
"Trapped in a dead-end alley, Thyilius and Nalfein exchanged a glance. Four of the bandit king's warriors blocked their only exit.",
"\"Any bright ideas on how we're going to get out of this?\" growled Thyilius, as he parried a blow from one of their assailants.",
"\"Just one. And you might want to duck,\" replied Nalfien. They reached into their component pouch and pulled out an abnormally large, pulsating heart. \"Feel the flames of Varlahna the Red Doom!\"",
"White hot flames poured from Nalfien's mouth, engulfing the alley. Thyilius managed to dodge out of the way, but the bandits were not so lucky. One moment they were shrieking in pain—the next, they were reduced to fleshless skeletons in melted armor."
]
},
"In your travels to distant lands and alien planes, you come across monsters of all kinds. Some you avoid, some you befriend, but others you put an end to— and you can find a bounty in the flesh, bones, blood, and organs of the monsters you kill. These gory tokens will amplify the power of your spells and give you new ways to defeat your next enemies!",
"This article includes rules for harvesting new material components from the corpses of many creatures, as well as the effects those components have on various spells.",
{
"type": "entries",
"name": "Harvesting Components",
"page": 13,
"entries": [
"You can use any sharp blade to butcher a creature for spell component parts, but your best chance of getting an aboleth eye out of a socket in one piece is to use a harvesting kit. At the GM's discretion, whenever an ancestry, background, class, or feat allows you to gain proficiency with a set of tools, you can choose a harvesting kit instead of the other tool options.",
"A harvesting kit contains ten vials, two tweezers, three harvesting knives (small, medium and large), and pieces of burlap fabric. The kit costs 20 gp. When you harvest components from a creature's remains with a harvesting kit, make a Dexterity check, adding your proficiency bonus if you are proficient with the kit. You also can harvest components from monsters without a harvesting kit using any sharpened blade, but checks to do so are made with disadvantage.",
"The difficulty of removing a component depends on the monster's type and the component you're harvesting, as shown on the tables later in this article. You make one check to harvest all of one type of component a creature has to offer. For example, you only need to make one successful DC 17 Dexterity check with your harvesting kit to harvest all three eyes from an aboleth. Alternatively, at the GM's discretion, checks can be made for every component.",
"The time it takes to harvest a component is based on the check's DC, as shown on the Harvesting Time table below.",
"On a successful harvesting check, you obtain the desired component. On a failed check, you can repeat the check with disadvantage as many times as you wish. However, if you fail a check by 5 or more, the part is destroyed.",
"Each creature has a specific number of usable components that you can harvest. For instance, planetars have more than thirty feathers in their wings, but only thirty that are of the right size and quality to be used as components. Finding and identifying these feathers is part of the harvesting process.",
{
"type": "table",
"caption": "Harvesting Time Table",
"colLabels": [
"DC",
"Time"
],
"colStyles": [
"col-2 text-center",
"col-2 text-center"
],
"rows": [
[
"5-10",
"5 minutes"
],
[
"11-15",
"15 minutes"
],
[
"16-20",
"30 minutes"
],
[
"21+",
"1 hour"
]
]
}
]
},
{
"type": "entries",
"name": "Spellcasting with Monstrous Components",
"page": 14,
"entries": [
"When you cast a spell using a monstrous component, the new component replaces any material components normally required by the spell, except for components that have a cost of more than 300 gp¹. These expensive material components must be provided as normal along with the monstrous component.",
"After you cast the spell, the monstrous component is consumed. A monstrous component can be used for a spell even if that spell doesn't typically require material components, or if the monstrous component doesn't replace any material components of the spell.",
"Monstrous components change a spell's effects as described below. Any effects of the spell that aren't noted remain the same. You can only use one monstrous component per casting of a spell.",
"The components in this article are organized by creature type.",
"¹ Game design note: many material components cost money, which requires adventuring. These components require dead monsters, which also requires adventuring, so that's why monster parts can replace some costly material components."
]
},
{
"type": "entries",
"name": "Aberrations",
"page": 15,
"entries": [
"Unnerving creatures of alien provenance, aberrations lurk in dark places and forgotten corners of the World Below.",
{
"type": "table",
"caption": "Aberration Components",
"colLabels": [
"Monster",
"Component",
"Quantity Available",
"Harvesting DC"
],
"colStyles": [
"col-2 text-center",
"col-2 text-center",
"col-2 text-center",
"col-2 text-center"
],
"rows": [
[
"{@creature Aboleth}",
"Eye",
"3",
"17"
],
[
"{@creature Aboleth}",
"Piece of Brain",
"8",
"20"
],
[
"{@creature Aboleth}",
"Piece of Tentacle",
"20",
"12"
],
[
"{@creature Cloaker}",
"Eye",
"2",
"17"
],
[
"{@creature Cloaker}",
"Hide",
"1",
"16"
],
[
"{@creature Lord Rall|SaF}",
"Hide",
"1",
"16"
],
[
"{@creature Maladar Dictum|SaF}",
"Hide",
"1",
"16"
],
[
"{@creature Mindkiller|KaW}",
"Piece of Brain",
"4",
"20"
]
]
},
{
"type": "entries",
"name": "{@creature Aboleth}",
"page": 15,
"entries": [
"These aboleth components provide the following benefits.",
"{@b {@i Aboleth Eye.}} When you cast {@spell legend lore} using this component, you can learn about an additional person, place, or object of legendary importance.",
"{@b {@i Piece of Aboleth Brain.}} When you cast a spell that deals psychic damage using this component, the spell's damage die size increases by one: a d4 becomes a d6, a d6 becomes a d8, and so on, to a maximum of a d12. You also deal three extra dice of damage whenever the spell deals damage.",
"{@b {@i Piece of Aboleth Tentacle.}} When you cast {@spell evard's black tentacles||black tentacles} using this component, a creature that takes damage from the tentacles takes an additional 1d10 acid damage."
]
},
{
"type": "entries",
"name": "{@creature Cloaker}",
"page": 15,
"entries": [
"These cloaker components provide the following benefits.",
"{@b {@i Cloaker Eye.}} When you cast {@spell mirror image} using this component, you create three additional duplicates. If you have four or more duplicates, you must roll a 4 or higher to change an attack's target to a duplicate.",
"{@b {@i Cloaker Hide.}} When you cast {@spell mage armor} using this component, the target's base AC becomes 15 + its Dexterity modifier. The target also becomes resistant to bludgeoning, piercing, and slashing damage for the duration of the spell."
]
},
{
"type": "entries",
"name": "{@creature Lord Rall|SaF}'s Hide",
"page": 15,
"entries": [
"When you cast {@spell polymorph} or {@spell true polymorph} using this component, you can target an additional creature of your choice within the spell's range."
]
},
{
"type": "entries",
"name": "{@creature Maladar Dictum|SaF}'s Hide",
"page": 15,
"entries": [
"When you cast {@spell regenerate} using this component, the target regains an additional 1d8 hit points. For the duration of the spell, the target also regains 5 hit points at the start of each of its turns, and any severed appendages are instantly restored."
]
},
{
"type": "entries",
"name": "{@creature Mindkiller|KaW}'s Piece of Brain",
"page": 15,
"entries": [
"When you cast a spell that deals psychic damage using this component, the spell's damage die size increases by one: a d4 becomes a d6, a d6 becomes a d8, and so on, to a maximum of a d12. You also deal two extra dice of damage whenever the spell deals damage."
]
}
]
},
{
"type": "entries",
"name": "Celestials",
"page": 16,
"entries": [
"Beings of the Upper Planes, celestials serve deities and help maintain balance throughout the multiverse.",
{
"type": "table",
"caption": "Celestial Components",
"colLabels": [
"Monster",
"Component",
"Quantity Available",
"Harvesting DC"
],
"colStyles": [
"col-2 text-center",
"col-2 text-center",
"col-2 text-center",
"col-2 text-center"
],
"rows": [
[
"{@creature Authority|SaF}",
"Blood",
"10 vials",
"10"
],
[
"{@creature Authority|SaF}",
"Sword",
"1",
"-"
],
[
"{@creature Couatl}",
"Feather",
"20",
"10"
],
[
"{@creature Deva}",
"Blood",
"10 vials",
"10"
],
[
"{@creature Deva}",
"Feather",
"20",
"10"
],
[
"{@creature Deva}",
"Hide",
"1",
"16"
],
[
"{@creature Planetar}",
"Blood",
"15 vials",
"10"
],
[
"{@creature Planetar}",
"Feather",
"30",
"10"
],
[
"{@creature Planetar}",
"Hide",
"1",
"16"
],
[
"{@creature Princip|SaF}",
"Blood",
"1 vial",
"10"
],
[
"{@creature Princip|SaF}",
"Crown",
"1",
"-"
],
[
"{@creature Solar}",
"Blood",
"15 vials",
"10"
],
[
"{@creature Solar}",
"Feather",
"30",
"10"
],
[
"{@creature Unicorn}",
"Blood",
"15 vials",
"10"
],
[
"{@creature Unicorn}",
"Hoof",
"4",
"14"
],
[
"{@creature Unicorn}",
"Horn",
"1",
"13"
],
[
"{@creature Virtue|SaF}",
"Vocal Cord",
"4",
"17"
]
]
},
{
"type": "entries",
"name": "{@creature Authority|SaF}",
"page": 16,
"entries": [
"These Authority components provide the following benefits.",
"{@b {@i Authority Blood.}} When you cast {@spell bless} using this component, the die a target can add to attack rolls and saving throws increases to a d6.",
"{@b {@i Authority Sword.}} When you cast {@spell protection from evil and good} using this component, you can target up to three willing creatures within the spell's range."
]
},
{
"type": "entries",
"name": "{@creature Couatl} Feather",
"page": 16,
"entries": [
"When you cast {@spell polymorph} using this component, the target retains its mental ability scores and ability to speak. It can perform the somatic and verbal components of a spell while in its new form, but it can't provide material components."
]
},
{
"type": "entries",
"name": "{@creature Deva}",
"page": 16,
"entries": [
"These deva components provide the following benefits.",
"{@b {@i Deva Blood.}} When you cast a spell that allows you to roll one or more dice to restore hit points to a creature using this component, you can roll two additional dice when determining the hit points the creature regains.",
"When you cast {@spell aid} using this component, each target's hit point maximum and current hit points increase by an additional 20 for the duration.",
"{@b {@i Deva Feather.}} When you cast {@spell feather fall} using this component, creatures targeted by the spell fall at a rate of 90 feet per round.",
"When you cast {@spell fly} using this component, the target's flying speed increases to 90 feet.",
"{@b {@i Deva Hide.}} When you cast {@spell polymorph} using this component, you can transform the chosen creature into a celestial of challenge rating 10 or lower."
]
},
{
"type": "entries",
"name": "{@creature Planetar}",
"page": 17,
"entries": [
"These planetar components provide the following benefits.",
"{@b {@i Planetar Blood.}} When you cast a spell that allows you to roll one or more dice to restore hit points to a creature using this component, you can roll three additional dice when determining the hit points the creature regains.",
"When you cast {@spell aid} using this component, each target's hit point maximum and current hit points increase by an additional 30 for the duration.",
"{@b {@i Planetar Feather.}} When you cast {@spell feather fall} using this component, creatures targeted by the spell fall at a rate of 120 feet per round.",
"When you cast {@spell fly} using this component, the target's flying speed increases to 120 feet.",
"{@b {@i Planetar Hide.}} When you cast {@spell polymorph} using this component, you can transform the chosen creature into a celestial of challenge rating 16 or lower."
]
},
{
"type": "entries",
"name": "{@creature Princip|SaF}",
"page": 16,
"entries": [
"These Princip components provide the following benefits.",
"{@b {@i Authority Blood.}} When you cast {@spell protection from evil and good} using this component, you can target up to two willing creatures within the spell's range.",
"{@b {@i Authority Crown.}} When you cast {@spell mind blank} using this component, you can target up to three willing creatures within the spell's range."
]
},
{
"type": "entries",
"name": "{@creature Solar}",
"page": 17,
"entries": [
"These solar components provide the following benefits.",
"{@b {@i Solar Blood.}} When you cast a spell that allows you to roll one or more dice to restore hit points to a creature using this component, you can roll four additional dice when determining the hit points the creature regains.",
"When you cast a spell that deals radiant damage with a solar's blood, the spell's damage die size increases by one: a d4 becomes a d6, a d6 becomes a d8, and so on, to a maximum of a d12. In addition, you deal one additional die of damage.",
"When you cast {@spell aid} using this component, each target's hit point maximum and current hit points increase by an additional 40 for the duration.",
"{@b {@i Solar Feather.}} When you cast {@spell feather fall} using this component, creatures targeted by the spell fall at a rate of 150 feet per round.",
"When you cast {@spell fly} using this component, the target's flying speed increases to 150 feet."
]
},
{
"type": "entries",
"name": "{@creature Unicorn}",
"page": 17,
"entries": [
"These unicorn components provide the following benefits.",
"{@b {@i Unicorn Blood.}} When you cast a spell that allows you to roll one or more dice to restore hit points to a creature using this component, you can roll one additional die when determining the hit points the creature regains.",
"When you cast {@spell aid} using this component, each target's hit point maximum and current hit points increase by an additional 10 for the duration.",
"{@b {@i Unicorn Hoof.}} When you cast {@spell dimension door} using this component, you can bring up to four willing creatures of your size or smaller with you.",
"When you cast {@spell expeditious retreat} using this component, your movement speed is doubled.",
"When you cast {@spell haste} using this component, the target's movement speed is tripled instead of doubled.",
"{@b {@i Unicorn Horn.}} When you cast {@spell shield} using this component, you have a +7 bonus to AC until the start of your next turn."
]
},
{
"type": "entries",
"name": "{@creature Virtue|SaF}'s Vocal Cords",
"page": 17,
"entries": [
"When you cast {@spell bless} using this component, the die a target can add to attack rolls and saving throws increases to a d10.",
"When you cast {@spell lesser restoration} using this component, it instead has the effects of the {@spell greater restoration} spell.",
"When you cast {@spell greater restoration} using this component, you can target one additional creature within the spell's range.",
"When you cast {@spell hellish rebuke} using this component, the spell deals radiant damage instead of fire damage and the damage die increases to a d12.",
"When you cast {@spell banishment} using this component, the target has disadvantage on the saving throw to resist being banished."
]
},
{
"type": "entries",
"name": "Killing Celestials?!",
"page": 18,
"entries": [
"Many of the spells enhanced by celestial components are on the cleric and paladin spell lists. In many games, clerics and paladins don't fight (let alone hunt and harvest the body parts of) good-aligned celestials. However, there are two ways to overcome this issue.",
"First, celestial creatures don't have to be good-aligned. They could be angels that serve an evil deity, wicked unicorns, and similar anomalies. In your world, these beings might not even be anomalies! Good clerics and paladins would be happy to vanquish such evil forces.",
"Second, celestials might willingly donate their feathers or blood, or even sacrifice their earthly bodies and be reborn on the Upper Planes, in order to give a cleric or paladin an important component. Such gifts could be a reward for completing a quest, the answer to a cleric's Divine Intervention feature, a treasure granted by Concordance (see {@book Strongholds & Followers|SaF}), or anything else the GM deems worthy."
]
}
]
},
{
"type": "entries",
"name": "Dragons",
"page": 18,
"entries": [
"Famous for their dazzling scales, massive treasure hoards, and fearsome breath, dragons of many hues and temperaments are storied creatures in worlds across the multiverse.",
{
"type": "table",
"caption": "Dragon Components",
"colLabels": [
"Monster",
"Component",
"Quantity Available",
"Harvesting DC"
],
"colStyles": [
"col-2 text-center",
"col-2 text-center",
"col-2 text-center",
"col-2 text-center"
],
"rows": [
[
"Wyrmling dragon",
"Blood",
"10 vials",
"10"
],
[
"Wyrmling dragon",
"Bone",
"15",
"16"
],
[
"Wyrmling dragon",
"Breath weapon gland",
"1 (or 2 if metallic)",
"19"
],
[
"Wyrmling dragon",
"Hide",
"1",
"16"
],
[
"Young dragon",
"Blood",
"15 vials",
"10"
],
[
"Young dragon",
"Breath weapon gland",
"1 (or 2 if metallic)",
"19"
],
[
"Young dragon",
"Heart",
"1",
"18"
],
[
"Young dragon",
"Hide",
"1",
"16"
],
[
"Adult dragon",
"Blood",
"20 vials",
"10"
],
[
"Adult dragon",
"Breath weapon gland",
"1 (or 2 if metallic)",
"19"
],
[
"Adult dragon",
"Heart",
"1",
"18"
],
[
"Adult dragon",
"Hide",
"1",
"16"
],
[
"Ancient dragon",
"Blood",
"25 vials",
"10"
],
[
"Ancient dragon",
"Breath weapon gland",
"1 (or 2 if metallic)",
"19"
],
[
"Ancient dragon",
"Heart",
"1",
"18"
],
[
"Ancient dragon",
"Hide",
"1",
"16"
],
[
"Wyrmling gemstone dragon*",
"Piece of brain",
"4 pieces",
"20"
],
[
"Young gemstone dragon*",
"Piece of brain",
"8 pieces",
"20"
],
[
"Adult gemstone dragon*",
"Piece of brain",
"12 pieces",
"20"
],
[
"Ancient gemstone dragon*",
"Piece of brain",
"16 pieces",
"20"
]
],
"footnotes": [
"* Gemstone dragons appear in {@book Strongholds & Followers|SaF}"
]
},
{
"type": "entries",
"name": "Dragon Hide and {@spell Mage Armor}",
"page": 19,
"entries": [
"Any type of dragon hide can be used to enhance the {@spell mage armor} spell. The change to the Armor Class granted by the spell is determined by the dragon's challenge rating as shown on the table below. In addition, if the dragon hide used is from an adult dragon, the target gains resistance to the damage type associated with the dragon's breath weapon for the duration of the spell. If the hide is from an ancient dragon, the target is immune to that damage type.",
{
"type": "table",
"colLabels": [
"Challenge Rating",
"Mage Armor AC"
],
"colStyles": [
"col-2 text-center",
"col-2 text-center"
],
"rows": [
[
"CR 1-5",
"14 + Dexterity Modifier"
],
[
"CR 6-9",
"15 + Dexterity Modifier"
],
[
"CR 10-14",
"16 + Dexterity Modifier"
],
[
"CR 15-20",
"17 + Dexterity Modifier"
],
[
"CR 21-24",
"18 + Dexterity Modifier"
],
[
"CR 25-29",
"19 + Dexterity Modifier"
],
[
"CR 30+",
"20 + Dexterity Modifier"
]
]
}
]
},
{
"type": "entries",
"name": "Inside the Hide",
"page": 19,
"entries": [
"The Internal Dragon Components table describes uses for dragon blood, bones, and glands as spell components.",
{
"type": "table",
"caption": "Internal Dragon Components",
"colLabels": [
"Spell",
"Effect",
"Age Category Information"
],
"colStyles": [
"col-2 text-center",
"col-2 text-center",
"col-2 text-center"
],
"rows": [
[
"{@spell Animate dead}",
"When you cast {@spell animate dead} using a wyrmling's blood on three wyrmling dragon bones, you create a skeletal wyrmling (see below).",
"-"
],
[
"{@spell Breath weapon|Ar8}²",
"When you cast {@spell breath weapon|Ar8} using the breath weapon gland of a metallic or chromatic dragon, the spell's damage die increases.",
"{@b Wyrmling:} Damage die increases to a d8 {@b Young:} Damage die increases to a d10 {@b Adult:} Damage die increases to a d12 {@b Ancient:} Damage die increases to a d12, plus an additional die per level of the slot used to cast the spell"
],
[
"{@spell Eldritch blast}",
"When you cast {@spell eldritch blast} using a piece of brain from an adult or ancient gemstone dragon, you roll additional damage dice when you hit with the spell.",
"{@b Adult:} 1 additional damage die {@b Ancient:} 2 additional damage dice"
],
[
"{@spell Fear}",
"When you cast {@spell fear} using the heart of a chromatic or metallic dragon, the spell's area of effect and saving throw DC increases.",
"{@b Young:} 60-foot cone, +1 to the DC {@b Adult:} 90-foot cone, +2 to the DC {@b Ancient:} 120-foot cone, +3 to the DC, and creatures have disadvantage on Wisdom saving throws made to avoid or end the spell's effects"
],
[
"{@spell Magic missile}",
"When you cast {@spell magic missile} using a piece of brain from a gemstone dragon, the damage die increases.",
"{@b Wyrmling:} Damage die increases to a d6 {@b Young:} Damage die increases to a d8 {@b Adult:} Damage die increases to a d10 {@b Ancient:} Damage die increases to a d12"
],
[
"{@spell Protection from energy}",
"When you cast {@spell protection from energy} using blood from a chromatic or metallic dragon associated with the damage type you choose, the target halves all damage of that type for the duration, in addition to the resistance granted by the spell.",
"If the blood is from an ancient dragon, the target is instead immune to the chosen damage type."
],
[
"Spells that deal damage",
"When you cast a spell that deals acid, cold, fire, lightning or poison damage using the breath weapon gland of a dragon associated with the corresponding damage type, the spell's damage die size increases by one: a d4 becomes a d6, a d6 becomes a d8, and so on, to a maximum of a d12. You also roll additional damage dice.",
"{@b Wyrmling:} No additional damage dice {@b Young:} 1 additional damage die {@b Adult:} 2 additional damage dice {@b Ancient:} 3 additional damage dice"
]
],
"footnotes": [
"² At the GM's discretion, you might be able to use this for other breath weapon-related spells we're not allowed to mention by name."
]
}
]
},
{
"type": "entries",
"name": "Skeletal Wyrmling Template",
"page": 20,
"entries": [
"When you cast the {@spell animate dead} spell with a wyrmling dragon's blood on three wyrmling bones, you create a skeletal wyrmling. This creature uses the same stat block as the wyrmling the blood came from, with the following changes:",
{
"type": "list",
"items": [
"The wyrmling's type becomes undead.",
"The wyrmling's Dexterity, Intelligence and Charisma scores decrease by 2 and its Wisdom score decreases by 1.",
"The wyrmling's Constitution increases by 2, giving it 1 additional hit point per Hit Die it has.",
"The wyrmling is immune to poison damage and the {@condition poisoned} condition.",
"The wyrmling understands all languages it knew in life but can't speak.",
"The wyrmling has no breath weapon."
]
}
]
},
{
"type": "entries",
"name": "Secondary Breath Glands",
"page": 20,
"entries": [
"Unlike their chromatic counterparts, metallic dragons have an additional breath weapon gland that can be harvested to enhance other spells.",
"{@b {@i Brass Dragon.}} When you cast {@spell sleep} with a {@creature brass dragon wyrmling}'s sleep breath gland, roll an additional d8 when determining how many hit points of creatures the spell can affect.",
"When you cast {@spell sleep} with a {@creature young brass dragon}'s sleep breath gland, roll an additional 2d8.",
"When you cast {@spell sleep} with an {@creature adult brass dragon}'s sleep breath gland, roll d10s instead of d8s, and roll an additional 3d10.",
"When you cast {@spell sleep} with an {@creature ancient brass dragon}'s sleep breath gland, roll d10s instead of d8s, and roll an additional 4d10. Additionally, when you cast this spell using a spell slot of 2nd level or higher, you roll an additional 3d10 instead of 2d8 for each slot level above 1st.",
"{@b {@i Bronze Dragon.}} When you cast {@spell thunderwave} with a {@creature bronze dragon wyrmling}'s repulsion breath gland and a target fails the saving throw against the spell, it is pushed 30 feet away from you.",
"When you cast {@spell thunderwave} with a {@creature young bronze dragon}'s repulsion breath gland and a target fails the saving throw against the spell, it is pushed 40 feet away from you.",
"When you cast {@spell thunderwave} with an {@creature adult bronze dragon}'s repulsion breath gland, the damage dice become d10s, and if and a target fails the saving throw against the spell, it is pushed 50 feet away from you.",
"When you cast {@spell thunderwave} with an {@creature ancient bronze dragon}'s repulsion breath gland, the damage dice become d12s, and if and a target fails the saving throw against the spell, it is pushed 60 feet away from you.",
"{@b {@i Copper Dragon.}} When you cast {@spell slow} with a {@creature copper dragon wyrmling}'s slow breath gland, the spell's area of effect is a 50-foot cube.",
"When you cast {@spell slow} with a {@creature young copper dragon}'s slow breath gland, the spell's area of effect is a 60-foot cube and you can target two additional creatures within the spell's range.",
"When you cast {@spell slow} with an {@creature adult copper dragon}'s slow breath gland, the spell's area of effect is a 70-foot cube and you can target two additional creatures within the spell's range. Also, a target affected by the spell can't take bonus actions, in addition to the spell's other effects.",
"When you cast {@spell slow} with an {@creature ancient copper dragon}'s slow breath gland, the spell's area of effect is a 70-foot cube and you can target two additional creatures within the spell's range. Also, a target affected by the spell can't take bonus actions and takes a 3 penalty to AC and Dexterity saving throws (instead of 2), in addition to the spell's other effects.",
"{@b {@i Gold Dragon.}} When you cast {@spell bane} with a {@creature gold dragon wyrmling}'s weakening breath gland, a target affected by the spell has disadvantage on Strength checks.",
"When you cast {@spell bane} with a {@creature young gold dragon}'s weakening breath gland, a target affected by the spell has disadvantage on Strength checks and saving throws.",
"When you cast {@spell bane} with an {@creature adult gold dragon}'s weakening breath gland, a target affected by the spell has disadvantage on Strength checks and saving throws, as well as Strength-based attack rolls.",
"When you cast {@spell bane} with an {@creature ancient gold dragon}'s weakening breath gland, a target affected by the spell has disadvantage on Strength checks and saving throws, as well as Strength-based attack rolls, and its Strength score is reduced by 2 for the duration.",
"{@b {@i Silver Dragon.}} When you cast {@spell hold person} or {@spell hold monster} with a {@creature silver dragon wyrmling}'s paralyzing breath gland, you can target one additional creature within the spell's range.",
"When you cast {@spell hold person} or {@spell hold monster} with a {@creature young silver dragon}'s paralyzing breath gland, you can target one additional creature within the spell's range and the spell's maximum duration increases by 1 minute.",
"When you cast {@spell hold person} or {@spell hold monster} with an {@creature adult silver dragon}'s paralyzing breath gland, you can target one additional creature within the spell's range and the spell's maximum duration increases by 1 minute. In addition, a target makes Wisdom saving throws against the spell's effect with disadvantage.",
"When you cast {@spell hold person} or {@spell hold monster} with an {@creature ancient silver dragon}'s paralyzing breath gland, you can target one additional creature within the spell's range, the spell's maximum duration increases by 1 minute, and its range increases by 30 feet. In addition, a target makes Wisdom saving throws against the spell's effect with disadvantage."
]
},
{
"type": "entries",
"name": "Chromatic Dragon Secondary Breath Glands",
"page": 21,
"entries": [
"At the GM's discretion, chromatic dragons can have a secondary breath gland like their metallic cousins. In chromatic dragons, these glands are underdeveloped and never function for the dragon, but they can still be harvested and utilized in spellcasting.",
{
"type": "list",
"items": [
"Black dragons have the secondary gland of copper dragons.",
"Blue dragons have the secondary gland of bronze dragons.",
"Green dragons have the secondary gland of brass dragons.",
"Red dragons use the secondary gland of gold dragons.",
"White dragons use the secondary gland of silver dragons."
]
}
]
},
{
"type": "list",
"items": [
"{@spell Breath Weapon|Ar8}"
]
}
]
},
{
"type": "entries",
"name": "Elementals",
"page": 22,
"entries": [
"All beings from the elemental planes are made up or or infused with pure elemental energy, a life force tied to the element or elements they manifest as. When an elemental dies, its essence begins to seep away back to the elemental planes from where it came, unless quickly harvested.",
{
"type": "table",
"caption": "Elemental Components",
"colLabels": [
"Monster",
"Component",
"Quantity Available",
"Harvesting DC"
],
"colStyles": [
"col-2 text-center",
"col-2 text-center",
"col-2 text-center",
"col-2 text-center"
],
"rows": [
[
"{@creature Air Elemental}",
"Air essence",
"1 vial",
"13"
],
[
"{@creature Djinni}",
"Zephyr essence",
"1 vial",
"13"
],
[
"{@creature Efreeti}",
"Fire essence",
"1 vial",
"13"
],
[
"{@creature Earth elemental}",
"Earth essence",
"1 vial",
"13"
],
[
"{@creature Invisible stalker}",
"Stalker essence",
"1 vial",
"13"
],
[
"{@creature Storm magistrate|SaF}",
"Storm essence",
"1 vial",
"13"
]
]
},
{
"type": "entries",
"name": "{@creature Air Elemental}'s Air Essence",
"page": 22,
"entries": [
"When you cast {@spell fog cloud} using this component, each creature that starts its turn in the fog must make a Constitution saving throw against your spell save DC. On a failed save, the creature is unable to breathe and has disadvantage on Constitution saving throws to maintain concentration on spells until it is no longer in the fog cloud."
]
},
{
"type": "entries",
"name": "{@creature Djinni}'s Zephyr Essence",
"page": 22,
"entries": [
"When you cast {@spell wind wall} using this component, you can move the wind wall up to 15 feet in any direction as a bonus action. A creature that starts its turn in the wall must succeed on a Strength saving throw against your spell save DC or become restrained until the start of its next turn."
]
},
{
"type": "entries",
"name": "{@creature Efreeti}'s Fire Essence",
"page": 22,
"entries": [
"When you cast {@spell flame blade} using this component, the spell deals an extra 4d6 fire damage. Additionally, while the spell is active, you can use an action to make a ranged spell attack against a target within 120 feet. On a hit, the target takes 6d6 fire damage.",
"When you cast {@spell wall of fire} using this component and the spell is active, you can use a bonus action to hurl a ball of fire that explodes in a 15-foot-radius sphere centered on a point you can see within 120 feet of you. Each creature in the area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save, or half as much damage on a successful one."
]
},
{
"type": "entries",
"name": "{@creature Earth Elemental}'s Earth Essence",
"page": 22,
"entries": [
"When you cast {@spell earthquake} using this component, each creature that is knocked {@condition prone} by the spell sinks 1 feet into the earth and is {@condition restrained}. A creature that starts its turn in the earth must repeat the Dexterity saving throw against the spell, sinking 1 foot further into the earth. A {@condition restrained} creature can use an action to make a Strength saving throw against your spell save DC + 2 for every foot it has sunk into the ground, breaking free and ending the condition on a success."
]
},
{
"type": "entries",
"name": "{@creature Air Elemental}'s Air Essence",
"page": 22,
"entries": [
"When you cast {@spell fog cloud} using this component, each creature that starts its turn in the fog must make a Constitution saving throw against your spell save DC. On a failed save, the creature is unable to breathe and has disadvantage on Constitution saving throws to maintain concentration on spells until it is no longer in the fog cloud."
]
},
{
"type": "entries",
"name": "{@creature Invisible Stalker}'s Stalker Essence",
"page": 22,
"entries": [
"When you cast {@spell pass without trace} using this component, you make up to two creatures benefitting from the spell's bonus to Dexterity (Stealth) checks {@condition invisible} for the duration. You can use an action to change which creatures affected by the spell are {@condition invisible}."
]
},
{
"type": "entries",
"name": "{@creature Storm magistrate|SaF}'s Storm Essence",
"page": 22,
"entries": [
"When you cast {@spell call lightning} using this component and call down a bolt of lightning, you can call up to two additional bolts of lightning. A creature can't be affected by multiple bolts of lightning on the same turn."
]
},
{
"type": "entries",
"name": "Overpowered",
"page": 23,
"entries": [
"Some of the component effects may seem overpowered, but remember that these components don't come along all that often. These materials are rewards for characters who take down powerful creatures. GMs should treat this article as a guide. If something seems too powerful or game breaking, the GM is empowered to scale the effect back to match the themes of their campaign. The GM may also raise the DC or amount of time needed to to harvest a particularly powerful component, or deem certain creature parts unsalvageable based on how the characters took down their foe.",
"Think of these components as consumable magic items like potions or scrolls. Having a few on hand is fun, and a handful of powerful items won't keep the characters from being challenged as they face greater and greater foes!"
]
}
]
},
{
"type": "entries",
"name": "Fiends",
"page": 23,
"entries": [
"The wicked beings of the Lower Planes—devils, demons, and their ilk—are collectively known as fiends. They fight among themselves in an endless struggle for supremacy just as much as they delight in corrupting and tormenting mortals.",
{
"type": "table",
"caption": "Fiend Components",
"colLabels": [
"Monster",
"Component",
"Quantity Available",
"Harvesting DC"
],
"colStyles": [
"col-2 text-center",
"col-2 text-center",
"col-2 text-center",
"col-2 text-center"
],
"rows": [
[
"{@creature Balor}",
"Blood",
"10 vials",
"10"
],
[
"{@creature Balor}",
"Skin",
"1",
"16"
],
[
"{@creature Barbed devil}",
"Blood",
"10 vials",
"10"
],
[
"{@creature Barbed devil}",
"Eye",
"2",
"17"
],
[
"{@creature Bearded devil}",
"Blood",
"10 vials",
"10"
],
[
"{@creature Bearded devil}",
"Eye",
"2",
"17"
],
[
"{@creature Bone devil}",
"Blood",
"10 vials",
"10"
],
[
"{@creature Bone devil}",
"Eye",
"2",
"17"
],
[
"{@creature Chain devil}",
"Blood",
"10 vials",
"10"
],
[
"{@creature Chain devil}",
"Chain link",
"20",
"13"
],
[
"{@creature Dretch}",
"Fetid pouch",
"1",
"12"
],
[
"{@creature Dretch}",
"Piece of brain",
"4",
"20"
],
[
"{@creature Erinyes}",
"Blood",
"10 vials",
"10"
],
[
"{@creature Erinyes}",
"Longsword shard",
"10",
"13"
],
[
"{@creature Glabrezu}",
"Blood",
"10 vials",
"10"
],
[
"{@creature Glabrezu}",
"Horn",
"2",
"13"
],
[
"{@creature Hezrou}",
"Blood",
"10 vials",
"10"
],
[
"{@creature Hezrou}",
"Claw",
"6",
"13"
],
[
"{@creature Hezrou}",
"Tooth",
"12",
"14"
],
[
"{@creature Horned devil}",
"Blood",
"10 vials",
"10"
],
[
"{@creature Horned devil}",
"Tail",
"1",
"11"
],
[
"{@creature Ice devil}",
"Claw",
"6",
"13"
],
[
"{@creature Ice devil}",
"Tailbone",
"4",
"16"
],
[
"{@creature Ice devil}",
"Tooth",
"6",
"14"
],
[
"{@creature Imp}",
"Piece of brain",
"4",
"20"
],
[
"{@creature Lemure}",
"Eye",
"2",
"17"
],
[
"{@creature Lore Devil|KaW}",
"Blood",
"10 vials",
"10"
],
[
"{@creature Lore Devil|KaW}",
"Skin from hands",
"2",
"16"
],
[
"{@creature Marilith}",
"Blood",
"10 vials",
"10"
],
[
"{@creature Marilith}",
"Eye",
"2",
"17"
],
[
"{@creature Marilith}",
"Tail",
"1",
"11"
],
[
"{@creature Nalfeshnee}",
"Blood",
"10 vials",
"10"
],
[
"{@creature Nightmare}",
"Hoof",
"4",
"14"
],
[
"{@creature Pit fiend}",
"Blood",
"10 vials",
"10"
],
[
"{@creature Pit fiend}",
"Tooth",
"10",
"14"
],
[
"{@creature Rakshasa}",
"Blood",
"10 vials",
"10"
],
[
"{@creature Rakshasa}",
"Skin from hands",
"2",
"16"
],
[
"{@creature Stone devil|KaW}",
"Blood",
"10 vials",
"10"
],
[
"{@creature Stone devil|KaW}",
"Skin",
"1",
"16"
],
[
"{@creature Vrock}",
"Beak",
"1",
"14"
],
[
"{@creature Vrock}",
"Blood",
"10 vials",
"10"
],
[
"{@creature Vrock}",
"Spores",
"15 vials",
"12"
],
[
"{@creature Vrock}",
"Talon",
"12",
"13"
],
[
"{@creature Vrock}",
"Vocal cord",
"2",
"17"
]
]
},
{
"type": "entries",
"name": "Melting Fiends!",
"page": 24,
"entries": [
"Many extraplanar creatures melt into puddles of ichor after destruction on a plane other than their home. If your GM uses this lore, you'll have to adventure into the Lower Planes to get these sweet, sweet pieces of demon and devil to make your spells better."
]
},
{
"type": "entries",
"name": "Fiend Blood",
"page": 24,
"entries": [
"When you cast {@spell heroes' feast} with the blood of a {@creature lore devil|KaW} or a {@creature rakshasa}, a creature that partakes in the feast can't be affected or detected by spells of 6th level or lower unless it wishes to be and it has advantage on saving throws against all other spells and magical effects.",
"When you cast {@spell heroes' feast} with the blood of a fiend other than a {@creature lore devil|KaW} or a {@creature rakshasa}, a creature that partakes in the feast gains advantage on saving throws against spells and other magical effects for the duration."
]
},
{
"type": "entries",
"name": "Fiend Eye",
"page": 24,
"entries": [
"When you cast {@spell darkvision} with the eye of a {@creature barbed devil}, {@creature bearded devil}, {@creature bone devil}, {@creature chain devil}, or {@creature lemure}, the target can see through magical darkness."
]
},
{
"type": "entries",
"name": "Fiend Hand Skin",
"page": 25,
"entries": [
"The skin from the hands of certain fiends provides the following benefits.",
"{@b {@i Skin from {@creature Lore Devil|KaW} Hands.}} When you cast {@spell feeblemind} using this component and the target has the Spellcasting trait, the target loses a spell slot of your choice and you regain hit points equal to 10 × the spell slot's level.",
"When you cast {@spell legend lore} using this component, you gain as much precise and detailed information as possible about the person, place, or object you named regardless of how much information you already knew about it. Additionally, the information is presented in a manner as straightforward and clear as possible.",
"{@b {@i Skin from {@creature Rakshasa} Hands.}} When you cast {@spell tree stride} using this component, the spell has no distance requirements. You know the location of every living tree in the multiverse and can use the spell to travel from one living tree to any other, even on another plane of existence."
]
},
{
"type": "entries",
"name": "{@creature Balor}",
"page": 25,
"entries": [
"These {@creature balor} components provide the following benefits.",
"{@b {@i {@creature Balor} Blood.}} When you cast {@spell death ward} using this component and the target drops to 0 hit points, each creature within 30 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one.",
"{@b {@i {@creature Balor} Skin.}} When you cast {@spell resistance} using this component and the target adds a d4 to a saving throw because of it, the target also gains advantage on the saving throw."
]
},
{
"type": "entries",
"name": "{@creature Chain Devil}'s Chain Link",
"page": 25,
"entries": [
"When you cast {@spell blade barrier} using this component, as a bonus action you can command chains to shoot out of the barrier at a creature within 10 feet of it. The creature must succeed on a Dexterity saving throw against your spell save DC or be yanked into the barrier by the chains."
]
},
{
"type": "entries",
"name": "{@creature Dretch}",
"page": 25,
"entries": [
"These {@creature dretch} components provide the following benefits.",
"{@b {@i {@creature Dretch}'s Fetid Pouch.}} When you cast {@spell poison spray} using this component and the target fails the spell's saving throw, it is {@condition poisoned} until the start of your next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.",
"{@b {@i Piece of {@creature Dretch} Brain.}} When you cast {@spell message} using this component, you can cast the spell through any solid object, no matter the thickness or material, and through areas of magical silence."
]
},
{
"type": "entries",
"name": "{@creature Erinyes}' Longsword Shards",
"page": 25,
"entries": [
"When you cast {@spell blade barrier} using this component and a creature takes damage from the spell, it takes an additional 3d8 poison damage."
]
},
{
"type": "entries",
"name": "{@creature Glabrezu}'s Horn",
"page": 25,
"entries": [
"When you cast {@spell darkness} or {@spell detect magic} using this component, you don't expend a spell slot.",
"When you cast {@spell confusion}, {@spell dispel magic}, {@spell fly}, or {@spell power word stun} using this component, you can use a spell slot that is one level lower than required."
]
},
{
"type": "entries",
"name": "{@creature Hezrou}",
"page": 25,
"entries": [
"These {@creature hezrou} components provide the following benefits.",
"{@b {@i {@creature Hezrou} Claw.}} When you cast {@spell alter self} using this component, you can give yourself claws as a natural weapon. Your unarmed strikes with the claws deal 2d6 slashing damage.",
"{@b {@i {@creature Hezrou} Tooth.}} When you cast {@spell alter self} using this component, you can give yourself sharp teeth as a natural weapon. Your unarmed strikes with the teeth deal 2d10 piercing damage."
]
},
{
"type": "entries",
"name": "{@creature Horned Devil}'s Tail",
"page": 25,
"entries": [
"When you cast {@spell alter self} using this component, you can give yourself a pointy tail as a natural weapon. Your unarmed strikes with the tail deal 1d8 piercing damage. A creature you hit with the tail must succeed on a Constitution saving throw against your spell save DC or lose 3d6 hit points at the start of its next turn from an infernal wound. Each time you hit a wounded target with the tail, the damage dealt by the wound increases by 1d6. The wound closes if the target receives magical healing."
]
},
{
"type": "entries",
"name": "{@creature Ice Devil}",
"page": 25,
"entries": [
"These {@creature ice devil} components provide the following benefits.",
"{@b {@i {@creature Ice Devil} Claw.}} When you cast {@spell alter self} using this component, you can give yourself claws as a natural weapon. Your unarmed strikes with the claws deal 2d4 slashing damage and 3d6 cold damage.",
"{@b {@i {@creature Ice Devil} Tailbone.}} When you cast {@spell ray of frost} using this component, the spell's deals an additional 2d8 cold damage.",
"{@b {@i {@creature Ice Devil} Tooth.}} When you cast {@spell alter self} using this component, you can give yourself sharp teeth as a natural weapon. Your unarmed strikes with the teeth deal 2d6 piercing damage and 3d6 cold damage."
]
},
{
"type": "entries",
"name": "{@creature Imp}'s Piece of Brain",
"page": 26,
"entries": [
"When you cast {@spell invisibility} on only yourself using this component, you can do so without expending a spell slot.",
"When you cast {@spell polymorph} on yourself using this component, you can turn into a {@creature rat}, {@creature raven}, or {@creature spider} without expending a spell slot."
]
},
{
"type": "entries",
"name": "{@creature Marilith}",
"page": 26,
"entries": [
"These {@creature marilith} components provide the following benefits.",
"{@b {@i {@creature Marilith} Eye.}} When you cast {@spell misty step} using this component, you don't need to expend a spell slot.",
"{@b {@i {@creature Marilith} Tail.}} When you cast {@spell alter self} using this component, you can give yourself a tail as a natural weapon. Your unarmed strikes with the tail deal 2d10 bludgeoning damage. Additionally, if you hit a Medium or smaller creature with your tail, you can choose to wrap it around the creature, grappling it. Until the grapple ends, the target is {@condition restrained}. To break free of the grapple, the target must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check made as an action. The DC for this check equals your spell save DC. You can only grapple one creature at a time with your tail."
]
},
{
"type": "entries",
"name": "{@creature Nightmare's} Hoof",
"page": 26,
"entries": [
"When you cast {@spell etherealness} using this component, you can target up to three additional willing creatures."
]
},
{
"type": "entries",
"name": "{@creature Pit Fiend}'s Tooth",
"page": 26,
"entries": [
"When you cast {@spell detect magic} or {@spell fireball} using this component, you don't expend a spell slot. You can't gain this benefit if you cast {@spell fireball} using a spell slot of 4th level or higher.",
"When you cast {@spell hold monster} or {@spell wall of fire} using this component, you can use a spell slot that is one level lower than required."
]
},
{
"type": "entries",
"name": "{@creature Stone Devil|KaW}'s Skin",
"page": 26,
"entries": [
"When you cast {@spell stoneskin} using this component, your AC becomes 20."
]
},
{
"type": "entries",
"name": "{@creature Vrock}",
"page": 26,
"entries": [
"These {@creature vrock} components provide the following benefits.",
"{@b {@i {@creature Vrock} Beak.}} When you cast {@spell alter self} using this component, you can give yourself a beak as a natural weapon. Your unarmed strikes with the beak deal 2d6 piercing damage.",
"{@b {@i {@creature Vrock} Spores.}} When you cast a spell that deals poison damage using this component, the target must succeed on a Constitution saving throw against your spell save DC or be {@condition poisoned} for 1 minute. A creature poisoned in this way takes 1d10 poison damage at the start of each of its turns and can repeat the saving throw at the end of its turns, ending the {@condition poisoned} condition on a success.",
"{@b {@i {@creature Vrock} Talon.}} When you cast {@spell alter self} using this component, you can give yourself talons as a natural weapon. Your unarmed strikes with the talons deal 2d10 piercing damage.",
"{@b {@i {@creature Vrock} Vocal Cord.}} When you cast {@spell power word stun} with the component, you target all creatures within a 20-foot radius centered on a point within the spell's range."
]
}
]
},
{
"type": "entries",
"name": "Giants",
"page": 26,
"entries": [
"Giants and their kin, such as ogres and trolls, are approximately human-shaped creatures of massive size.",
{
"type": "table",
"caption": "Giant Components",
"colLabels": [
"Monster",
"Component",
"Quantity Available",
"Harvesting DC"
],
"colStyles": [
"col-2 text-center",
"col-2 text-center",
"col-2 text-center",
"col-2 text-center"
],
"rows": [
[
"{@creature Storm Giant}",
"Lightning essence",
"4 vials",
"16"
],
[
"{@creature Troll}",
"Blood",
"10 vials",
"10"
]
]
},
{
"type": "entries",
"name": "{@creature Storm Giant}'s Lightning Essence",
"page": 26,
"entries": [
"When you cast {@spell call lightning} using this component, the spell's range increases to 500 feet."
]
},
{
"type": "entries",
"name": "{@creature Troll}'s Blood",
"page": 26,
"entries": [
"When you cast {@spell heal} using this component, the target regains 20 hit points at the start of each of its turns for a number of rounds equal to the level of the spell slot used. If the target takes acid or fire damage, it doesn't regain hit points at the start of its next turn. While this effect is active, the target dies only if it starts its turn with 0 hit points and doesn't regain hit points."
]
}
]
},
{
"type": "entries",
"name": "Monstrosities",
"page": 27,
"entries": [
"All manner of terrifying creatures are categorized as monstrosities, united only by their unnatural physiology and hostile, predatory natures.",
{
"type": "table",
"caption": "Monstrosity Components",
"colLabels": [
"Monster",
"Component",
"Quantity Available",
"Harvesting DC"
],
"colStyles": [
"col-2 text-center",
"col-2 text-center",
"col-2 text-center",
"col-2 text-center"
],
"rows": [
[
"{@creature Androsphinx}",
"Tongue",
"1",
"14"
],
[
"{@creature Ettercap}",
"Eye",
"2",
"17"
],
[
"{@creature Ettercap}",
"Foot",
"2",
"16"
],
[
"{@creature Ettercap}",
"Web sack",
"1",
"15"
],
[
"{@creature Griffon}",
"Feather",
"25",
"10"
],
[
"{@creature Guardian naga}",
"Bone",
"9",
"14"
],
[
"{@creature Guardian naga}",
"Venom",
"4 vials",
"13"
],
[
"{@creature Harpy}",
"Vocal cord",
"1",
"17"
],
[
"{@creature Hydra}",
"Hide",
"10 pieces",
"16"
],
[
"{@creature Hydra}",
"Lung",
"8 (2 pieces per lung)",
"15"
],
[
"{@creature Kraken}",
"Blood",
"25 vials",
"10"
],
[
"{@creature Kraken}",
"Lung",
"16 (2 pieces per lung)",
"15"
],
[
"{@creature Kraken}",
"Piece of tentacle",
"150 (15 per tentacle)",
"13"
],
[
"{@creature Lamia}",
"Skin from hands",
"2",
"16"
],
[
"{@creature Manticore}",
"Hide",
"1",
"16"
],
[
"{@creature Medusa}",
"Eyes",
"2",
"17"
],
[
"{@creature Phase spider}",
"Blood",
"15 vials",
"10"
],
[
"{@creature Phase spider}",
"Hide",
"1",
"16"
],
[
"{@creature Purple worm}",
"Blood",
"20 vials",
"10"
],
[
"{@creature Remorhaz}",
"Blood",
"20 vials",
"10"
],
[
"{@creature Remorhaz}",
"Hide",
"1",
"16"
],
[
"{@creature Roc}",
"Feather",
"15",
"10"
],
[
"{@creature Tarrasque}",
"Hide",
"15",
"16"
]
]
},
{
"type": "entries",
"name": "{@creature Androsphinx}'s Tongue",
"page": 28,
"entries": [
"When you cast {@spell zone of truth} using this component, a target that fails its saving throw against the spell must truthfully answer any question you ask it for the duration."
]
},
{
"type": "entries",
"name": "{@creature Ettercap}",
"page": 28,
"entries": [
"These {@creature ettercap} components provide the following benefits.",
"{@b {@i {@creature Ettercap} Eye.}} When you cast {@spell darkvision} using this component, the target gains darkvision out to a range of 90 feet.",
"{@b {@i {@creature Ettercap} Foot.}} When you cast {@spell spider climb} using this component, you can target one additional creature within the spell's range.",
"{@b {@i {@creature Ettercap} Web Sack.}} When you cast {@spell web} using this component, the spell's area of effect is a 40-foot cube."
]
},
{
"type": "entries",
"name": "{@creature Griffon}'s Feather",
"page": 28,
"entries": [
"When you cast {@spell feather fall} with a {@creature griffon}'s feather, creatures targeted by the spell fall at a rate of 80 feet per round.",
"When you cast {@spell fly} with a {@creature griffon}'s feather, a target's flying speed increases to 80 feet."
]
},
{
"type": "entries",
"name": "{@creature Guardian Naga}",
"page": 28,
"entries": [
"These naga components provide the following benefits.",
"{@b {@i Naga Bones.}} When you cast {@spell revivify}, {@spell raise dead}, {@spell reincarnate}, {@spell resurrection}, or {@spell true resurrection} using three guardian naga bones and the target dies again within 1d6 days of casting the spell, the target instantly returns to life as if the spell had been cast on it again.",
"{@b {@i Naga Venom.}} When you cast a spell that deals poison damage using this component, you roll 5 additional damage dice."
]
},
{
"type": "entries",
"name": "{@creature Harpy}'s Vocal Cord",
"page": 28,
"entries": [
"When you cast a spell using this component that forces one or more creatures to make a saving throw or become charmed, a target has disadvantage on the saving throw to resist the spell's effects."
]
},
{
"type": "entries",
"name": "{@creature Hydra}'s Blood",
"page": 28,
"entries": [
"When you cast {@spell regenerate} on yourself using this component, you can grow one of the following body parts for the duration:",
{
"type": "list",
"items": [
"{@b {@i Arm.}} This extra arm can carry a light melee weapon or shield. If you hold a light melee weapon with this arm, you can use that weapon to engage in two-weapon fighting. If you hold three light melee weapons at once and take the Attack action to attack with one of them, you can use your bonus action to make two extra attacks, one with your other hand and one with this extra arm.",
"{@b {@i Head.}} When you take the Cast a Spell action on your turn, you can cast one additional spell of 2nd level or lower that doesn't require concentration and has a casting time of 1 action.",
"{@b {@i Leg.}} Your walking speed increases by 10 feet and you have advantage on saving throws to avoid falling prone."
]
}
]
},
{
"type": "entries",
"name": "{@creature Kraken}",
"page": 28,
"entries": [
"These {@creature kraken} components provide the following benefits.",
"{@b {@i Blood.}} When you cast {@spell lightning bolt} using this component, you create two additional lines of lightning.",
"{@b {@i Piece of Lung.}} When you cast {@spell water breathing }using this component, the spell lasts until it is dispelled.",
"{@b {@i Piece of Tentacle.}} When you cast {@spell evard's black tentacles|PHB|black tentacles} using this component, the tentacles deal 3d10 bludgeoning damage instead of 3d6."
]
},
{
"type": "entries",
"name": "{@creature Lamia}'s Skin from Hands",
"page": 28,
"entries": [
"When you cast {@spell bestow curse} using this component, you can target an additional creature within the spell's range."
]
},
{
"type": "entries",
"name": "{@creature Manticore}'s Hide",
"page": 28,
"entries": [
"When you cast {@spell alter self} using this component, you grow twenty-four spikes on your body that last for the duration. You can make an attack by breaking off a spike and throwing it at a target, using your spellcasting ability modifier for the attack roll. Each spike is a ranged weapon with the thrown property, a close range of 100 feet, and a far range of 200 feet that deals piercing damage on a hit equal to 1d8 + your spellcasting ability modifier."
]
},
{
"type": "entries",
"name": "{@creature Medusa}'s Eye",
"page": 29,
"entries": [
"When you cast {@spell flesh to stone} using this component, the target has disadvantage on the saving throws to resist the spell's effects, and the spell doesn't require concentration."
]
},
{
"type": "entries",
"name": "{@creature Phase Spider}",
"page": 29,
"entries": [
"These {@creature phase spider} components provide the following benefits.",
"{@b {@i {@creature Phase Spider} Blood.}} When you cast {@spell blink} using this component, you can reroll the d20 at the end of each of your turns to determine if you remain on the Material Plane. If you do reroll, you must use the second result.",
"{@b {@i {@creature Phase Spider} Hide.}} When you cast {@spell etherealness} using this component, you can target an additional creature within the spell's range."
]
},
{
"type": "entries",
"name": "{@creature Purple Worm}'s Blood",
"page": 29,
"entries": [
"When you cast {@spell enlarge/reduce} on a Small, Medium, Large, or Huge creature using this component, the target becomes Gargantuan. All its dimensions are quadrupled and its weight is multiplied by 24. For the duration, the target gains a +5 bonus to Strength checks and saving throws. The target's weapons grow to match its size and deal an additional 2d12 damage."
]
},
{
"type": "entries",
"name": "{@creature Remorhaz}",
"page": 29,
"entries": [
"These {@creature remorhaz} components provide the following benefits.",
"{@b {@i {@creature Remorhaz} Blood.}} When you cast {@spell holy aura} using this component, a creature affected by the spell deals an extra 1d6 fire damage when it hits with a melee weapon attack.",
"{@b {@i {@creature Remorhaz} Hide.}} When you cast {@spell fire shield} using this component, the spell has the effects of the chill shield and warm shield simultaneously."
]
},
{
"type": "entries",
"name": "{@creature Roc}'s Feather",
"page": 29,
"entries": [
"When you cast {@spell feather fall} using this component, creatures targeted by the spell fall at a rate of 120 feet per round.",
"When you cast {@spell fly} using this component, a target's flying speed increases to 120 feet."
]
},
{
"type": "entries",
"name": "{@creature Tarrasque}'s Hide",
"page": 29,
"entries": [
"When you cast {@spell mage armor} using this component, the target's base AC becomes 19 + its Dexterity modifier. When the target is targeted by the {@spell magic missile} spell, line spell, or spell that requires a ranged attack, roll a d6. On 1 to 3, the target is affected by the spell as normal. On a 4 or 5, the spell has no effect on the target. On a 6, the spell is reflected back at the caster."
]
}
]
},
{
"type": "entries",
"name": "Plants",
"page": 29,
"entries": [
"Though they're creatures of vegetation and fungi, plants can be monsters as much as any fauna—and just like other monsters, they can provide valuable spell components.",
{
"type": "table",
"caption": "Plant Components",
"colLabels": [
"Monster",
"Component",
"Quantity Available",
"Harvesting DC"
],
"colStyles": [
"col-2 text-center",
"col-2 text-center",
"col-2 text-center",
"col-2 text-center"
],
"rows": [
[
"{@creature Shambling mound}",
"Vine",
"20",
"11"
],
[
"{@creature Shrieker}",
"Stalk clipping",
"10",
"14"
],
[
"{@creature Treant}",
"Bark",
"1",
"16"
],
[
"{@creature Treant}",
"Branch",
"20",
"11"
],
[
"{@creature Treant}",
"Sap",
"20 vials",
"10"
],
[
"{@creature Violet fungus}",
"Spore",
"15 vials",
"13"
]
]
},
{
"type": "entries",
"name": "{@creature Shambling Mound}'s Vine",
"page": 29,
"entries": [
"When you cast {@spell entangle} using this component, a creature {@condition restrained} by the spell takes 2d8 bludgeoning damage when it is initially restrained and at the start of each of its turns. A creature that moves through the spell's area of effect takes 1d8 bludgeoning damage for every 5 feet it moves."
]
},
{
"type": "entries",
"name": "{@creature Shrieker}'s Stalk Clipping",
"page": 29,
"entries": [
"When you cast {@spell vicious mockery} using this component, the spell's range is 300 feet."
]
},
{
"type": "entries",
"name": "{@creature Treant}",
"page": 30,
"entries": [
"These {@creature treant} components provide the following benefits.",
"{@b {@i {@creature Treant} Bark.}} When you cast {@spell barkskin} using this component, the target gains resistance to bludgeoning and piercing damage.",
"{@b {@i {@creature Treant} Branch.}} When you cast {@spell shillelagh} using this component, the target's weapon deals 3d6 bludgeoning damage on a hit instead of 1d8.",
"{@b {@i {@creature Treant} Sap.}} When you cast {@spell commune with nature} using this component, you learn any additional information the {@creature treant} knows about the area. This could include general lore about fauna and flora, events of historical importance, or personal memories that the {@creature treant} has of the location."
]
},
{
"type": "entries",
"name": "{@creature Violet Fungus}' Spore",
"page": 30,
"entries": [
"When you cast {@spell chill touch} using this component, you can target two creatures within 10 feet of each other with this spell."
]
}
]
},
{
"type": "entries",
"name": "Undead",
"page": 30,
"entries": [
"Many undead are mindless skeletons or zombies animated to do the bidding of their creators, but others are sentient.",
{
"type": "table",
"caption": "Undead Components",
"colLabels": [
"Monster",
"Component",
"Quantity Available",
"Harvesting DC"
],
"colStyles": [
"col-2 text-center",
"col-2 text-center",
"col-2 text-center",
"col-2 text-center"
],
"rows": [
[
"{@creature Khorak|KaW}",
"Crown",
"1",
"-"
],
[
"{@creature Máelodor Rhyllearnán|KaW}",
"Bow sliver",
"20",
"14"
],
[
"{@creature Shadow}",
"Shadow essence",
"1",
"13"
],
[
"{@creature Telcezalco XXVIII|KaW}",
"Breath sac",
"1",
"15"
],
[
"{@creature Vampire}",
"Piece of brain",
"4",
"20"
],
[
"{@creature Will-o'-wisp}",
"Wisp",
"3",
"13"
],
[
"{@creature Wraith}",
"Ichor",
"10 vials",
"10"
]
]
},
{
"type": "entries",
"name": "{@creature Khorak|KaW}'s Crown",
"page": 30,
"entries": [
"When you cast {@spell feeblemind} using this component, the spell deals 14d6 psychic damage to its target instead of 4d6."
]
},
{
"type": "entries",
"name": "{@creature Maelodor Rhyllearnan|KaW}'s Bow Slivers",
"page": 30,
"entries": [
"When you cast {@spell hunter's mark} using this component, you gain advantage on your attack rolls against the target. "
]
},
{
"type": "entries",
"name": "{@creature Shadow}'s Shadow Essence",
"page": 30,
"entries": [
"When you cast {@spell pass without trace} using this component, creatures that gain a bonus to Dexterity (Stealth) checks from the spell can take the Hide action as a bonus action."
]
},
{
"type": "entries",
"name": "{@creature Telcezalco XXVIII|KaW}'s Breath Sac",
"page": 30,
"entries": [
"When you cast {@spell harm} using this component, the spell has a range of Self and affects each creature within a 30-foot cone that originates from you. A target takes 16d6 necrotic damage on a failed saving throw, or half as much damage on a successful one."
]
},
{
"type": "entries",
"name": "{@creature Vampire}'s Piece of Brain",
"page": 30,
"entries": [
"When you cast {@spell conjure animals} using this component, you can summon 4d4 swarms of bats or rats, or 4d6 wolves."
]
},
{
"type": "entries",
"name": "{@creature Will-o'-Wisp}'s Wisp",
"page": 30,
"entries": [
"When you cast {@spell feather fall} using this component, creatures targeted by the spell fall at a rate of 10 feet per round."
]
},
{
"type": "entries",
"name": "{@creature Wraith}'s Ichor",
"page": 30,
"entries": [
"When you cast {@spell harm} using this component, the spell deals 14d8 necrotic damage to the target on a failed saving throw, or half as much damage on a successful one."
]
}
]
},
{
"type": "entries",
"name": "Mixing Components",
"page": 31,
"entries": [
"The GM can allow a creature to cast a spell using more than one type of monstrous component, boosting the spell so it receives the effect of both components. However, mixing such magic together can have unexpected consequences. When a creature casts a spell with more than one monstrous component, consult the Combining Components table to determine the likelihood that the spell creates a surge of wild magic. If a wild magic effect occurs, roll on the {@item wand of wonder|DMG} table in the fifth edition core rules to determine what happens. If you cast a spell as part of the wild magic result, the GM randomly determines the spell's target.",
{
"type": "table",
"caption": "Combining Components",
"colLabels": [
"Number of Additional Components",
"Chance of Wild Magic"
],
"colStyles": [
"col-2 text-center",
"col-2 text-center"
],
"rows": [
[
"1",
"25%"
],
[
"2",
"50%"
],
[
"3",
"75%"
],
[
"4 or more",
"100%"
]
]
}
]
}
]
},
{
"type": "section",
"name": "The Emerald Exchange",
"page": 33,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://i.imgur.com/sUipPfm.jpg"
}
},
{
"type": "quote",
"entries": [
"You're looking to purchase an item to make you invisible? That's easy, love. If you have the coin, I can have it here in a handful of days."
]
},
"Charming. Mysterious. Need something magical? She can get it for you. {@creature Emerald|Ar8} is a human merchant who can be used in any campaign setting. Specialized in rare magical items, she operates a vast behind-the-scenes network of historians, mages, and rogues who procure and sell these items to adventurers. Your players' characters can work for Emerald, trade with her for magic items, and possibly discover that she is their enemy!",
"As a master thief, Emerald executes missions to restock her stores. Secretly, she leads the Magia Hand, a thieves' guild that pillages dungeons and occasionally breaks into wealthy manors and academic institutions to find magical objects. This organization operates in the shadows—the public has no idea they exist. Most know Emerald as the charming owner of the guild's front business, a curiosity shop called the Emerald Exchange.",
{
"type": "entries",
"name": "The Magia Hand",
"page": 33,
"entries": [
"The Magia Hand is an old organization that keeps operations small with a nearly perfect success rate. The guild only accepts work acquiring items—members are offended if approached for an assassination request. The Hand avoids murder to maintain themselves as a rumor and not a target, although they have been known to magically put people to sleep if they are a barrier to the acquisition. They kill only to preserve their secrets or save lives.",
"The Hand maintains a high level of secrecy by never taking jobs in the town in which their headquarters are located. While rumors may circulate around the headquarters (see \"Emerald Exchange in Towns\"), the lack of notable thefts in town usually keeps them to just rumors, nothing more.",
"The Magia Hand distributes coin from assignments equitably among the guild, generating lifetime secrecy and loyalty from its membership.",
"Emerald leads the Magia Hand. An inner circle of six Guides advises her, recruits and trains members, and divides missions and contracts. Each Guide oversees one of the Hand's divisions: information gatherers, history and lore researchers, scouts, tacticians, thieves, and masters of arcana. Guides know every member of the Hand and can use magic. Communication among Guides is typically handled through the {@spell sending} spell."
]
},
{
"type": "entries",
"name": "The Emerald Exchange",
"page": 34,
"entries": [
"Brightly painted green walls enliven this small shop. A closer inspection reveals small cracks in the wood, creaks in the floors, and other signs of age. Incense heavily scents the air, creating a slight haze. Emerald is the only staff present when the shop is open. Two {@creature scout|MM|scouts} from the Magia Hand secretly monitor the Exchange from outside at all times.",
"One large room makes up most of the building's interior. A purple curtain separates the back section of this chamber, creating Emerald's office. The musical sound of a magical viol playing always wafts through the room—an enchantment that delights Emerald. An incredibly well-crafted hatch hides under a rug in Emerald's office, bound with a mithril lock, which requires a successful DC 30 Dexterity check using {@item thieves' tools|PHB} to pick thanks to the {@spell arcane lock} spell that enchants it. The lock's magic is obscured by the {@spell Nystul's Magic Aura|PHB|arcanist's magic aura} spell (using the False Aura effect). The hatch opens to a tunnel that runs north for about a mile and leads to the Magia Hand's underground guildhall.",
"A small storeroom lies at the back of her office.",
"The standard stock in the Emerald Exchange features common magical items on display shelves, with a few uncommon baubles kept in a locked glass case by the counter. Vases of fresh flowers sit atop the counter. A second glass case nearby contains gemstones, and a sign proclaiming \"Do not touch!\" stands between both cases.",
"{@item potion of healing|DMG|Potions of healing} of various strengths fill a shelf in front of the counter. Two suits of {@creature animated armor} flank the front door, more for decoration than defense. No one has dared to steal from Emerald.",
"There is no lockbox in the Exchange. All coin is carried by Emerald and leaves with her when she exits the shop. Emerald often keeps her ledger on the counter in plain sight, permanently enchanted with the {@spell alarm} spell. It is an intentional temptation, so she might better know her enemies. The ledger contains the names of customers who purchased items in the last 30 days, but the column for cost is always left blank. Each amount is written in magical ink attuned to Emerald, which only she can read and use to write.",
"Emerald stores common, uncommon, and rare magic items in the storeroom. She keeps very rare items either on her person or at the Magia Hand guildhall until she can arrange a meeting with her customer. One crate in the storeroom is a {@creature mimic} named Meche that she keeps as a pet.",
"Every nonconsumable uncommon or rarer item the Magia Hand obtains is under the effect of an {@spell Drawmij's Instant Summons|PHB|instant summons} spell cast by one of the Guides. The organization learned long ago that this was good for business—if an item is stolen or its owners are killed, it can be reclaimed. Emerald very occasionally uses this tactic to swindle money out of corrupt, wealthy clients by making a sale and then recovering the item a few weeks later.",
"The Emerald Exchange is protected by the following defenses:",
{
"type": "list",
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"{@b {@i Doors.}} Each exterior door is surrounded by runes engraved on the inside of the building. They act as the spells {@spell alarm} and {@spell symbol}, using the Sleep effect (spell save DC 17). Members of the guild are alerted by the {@spell alarm} spell and begin arriving at the shop within 1d6 minutes to capture any intruders. Emerald activates the main door runes when she leaves. She can activate or deactivate them at will. The {@spell dispel magic} spell suppresses the runes' effects for 10 minutes.",
"{@b {@i Windows.}} Ironically, the windows are enchanted with a {@spell glyph of warding} spell that casts the {@spell shatter} spell (spell save DC 17) when they are broken. The explosion alerts all nearby. The spell is always active.",
"{@b {@i Cases.}} The glass cases are protected by a {@spell symbol} spell, using the Fear effect (spell save DC 17). Any creature except Emerald that touches the case triggers the spell. Eager shoppers often accidentally do so, much to Emerald's amusement.",
"{@b {@i Distractions.}} Fake runes and magic symbols are painted on the floors and walls. Emerald comes up with a different story each time she's asked what they do. Several are enchanted with a permanent {@spell light} spell to illuminate the shop, but most do nothing special. Emerald makes a mental note when she observes someone studying the enchanted symbols and ignoring the fake ones.",
"{@b {@i Hidden Guardians.}} At the first sign of trouble, the two {@creature scout|MM|scouts} outside the shop, the two suits of {@creature animated armor} at the door, and the {@creature mimic} spring into action and attack intruders.",
"{@b {@i Worst-Case Scenario.}} The Magia Hand buried a stone carved with magic glyphs 3 feet underneath the Exchange. The stone casts the {@spell meteor swarm} spell (spell save DC 17), centered on the shop, when a creature speaks its command word as an action. Only Emerald and the Guides know the word. If the spell is cast, the shop and all its contents are destroyed. The Guides don't use the password without Emerald unless she is missing or dead, and it must be a unanimous decision. Emerald can use it at any time, but she won't ruin her business unless she has no other option."
]
},
"A map of the Emerald Exchange is included at the end of the article."
]
},
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"type": "entries",
"name": "Emerald Exchange in Towns",
"page": 35,
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"You can place the Emerald Exchange in any settlement that makes sense in your setting. The Magia Hand operates in a town with at least 1,500 residents. The organization is barely a rumor, but interesting enough for townsfolks to occasionally gossip about \"the mysterious band of thieves\" over drinks. This gossip includes the following rumors:",
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"An NPC claims that their cousin's ex-girlfriend had a disease that required an exotic cure, and the thieves gave it to her for free.",
"Isn't it amusing that the rude, snobby rich family that moved to the big city is missing a magical heirloom?",
"The thieves died out years ago, and a group of teenagers pretends to be them.",
"Someone once boasted that they work for the thieves, then mysteriously disappeared. (Some will dispute, saying that they just moved in with their significant other in another town.)",
"The thieves always leave an orchid at the scene of the crime."
]
},
"Emerald doesn't keep regular hours. To determine if the shop is open when the PCs go to visit, roll a d6. On an even number, Emerald is present; on an odd number, the Exchange is shuttered with a \"Back Soon!\" sign hanging from the door.",
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"type": "entries",
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"If you're using {@book Strongholds & Followers|SaF}, characters with an establishment have the option of adding the Emerald Exchange to it. The characters can hire Emerald, who keeps the Magia Hand a secret, to run the Exchange, earn coin, and solicit rumors. It costs a one-time fee of 5,000 gp to hire Emerald, but she generates an extra 500 gp of revenue each season for the characters, and her charm grants them advantage on one Gather Intel check each month. At the GM's discretion, she offers a discounted rate on items for the stronghold owners (see \"Prices at the Emerald Exchange\" for the cost)."
]
}
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"Emerald wears her gleaming black hair in elaborate braids, and she is tall—but beyond these features, no one is really sure what Emerald looks like.",
"Emerald always wears magical makeup to disguise her identity. She paints any visible skin white, and uses black to decorate her face like a skull. Her vivid green eyes shine in contrast with the darkness.",
"Locals are accustomed to Emerald's disguise, believing it's all play to enhance the mystique of her magical shop and draw in customers. With newcomers, Emerald leans into the mystical with a low sultry voice, dramatic hand gestures casting the {@spell minor illusion} cantrip, and mysterious riddles or rhymes that leave customers intrigued until she laughs, smiles warmly, and greets them with open arms.",
"The truth is that the makeup is an essential part of leading the Magia Hand. The current Emerald is not the first Emerald to run the guild. The first Emerald was appointed roughly two hundred years ago. The current Emerald is the ninth woman to lead. She has completely earned the trust and respect of the Guides.",
"The identity of the leader is a secret from all but the Guides, who choose a new Emerald from the membership when the leader retires. It is always a human woman with dark hair, and the magical makeup is gifted to her.",
"The special makeup comes from centuries of tradition and arcana in its creation, similar to a family recipe passed down through the generations. Each Emerald is trained by the previous Emerald on how to create and apply it. The makeup can't be dispelled, it's waterproof, and only Emerald can apply or remove it. Her old identity is completely erased from record, with all agreeing to forget her old life, and she becomes the new owner of the Exchange.",
"The current Emerald entered the Magia Hand at 10 years old, an orphan recruited as an extraordinarily skilled cutpurse on the streets. It was the previous Emerald who caught her hand in her pocket and brought her into the organization. While the current Emerald loved the familial relationship that she formed with the other members of the Magia Hand, she wants to get away as far as possible from her time living unclean and hungry on the street. That goal drives her ambition and avarice.",
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"Emerald is in her early thirties and very talented in being unseen, with quick hands to pick both pockets and locks. Her natural charm gave her an edge in adopting the Emerald name and persona. She's an extrovert who truly loves being the center of attention. Quick to smile and an outrageous flirt, Emerald enjoys a good joke and loves to make a pun whenever possible.",
"Underneath her charm, Emerald is ruthless. She shares her true name with no one and ensured that no record in the Magia Hand documents who she was. She puts her own interests—wealth and a love of expensive food and drink—above all others. While she has never killed anyone, she wouldn't hesitate if there was no alternative.",
"Emerald is an expert thief, though if asked she reacts with shock and deflects and denies the accusation. She revels in the risk of breaking into well-guarded locations and stealing treasures without leaving a trace. She lends her skills to Magia Hand expeditions if the payoff is good enough. When the guild is stretched thin or in need of extra hands, she hires adventurers.",
"Ultimately, Emerald betrays the characters if they become a threat to her livelihood. If you want to use Emerald as a villain, once the players have undertaken two quests for her or they find out secret information about her or the Magia Hand, use the \"Green With Envy\" adventure hook to make Emerald the characters' enemy."
]
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"type": "entries",
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"You can break down the prices of items at the Emerald Exchange by using both the rarity of the item and how desirable the item is, ranked by grade. Legendary magic items are not available to purchase from the Emerald Exchange. The Magia Hand keeps any legendary items it acquires for internal use.",
"Setting an item's grade is up to you as the GM. The higher the grade, the more expensive the item. Prices by rarity and grade vary by thousands of gold pieces. When an item is requested or added to Emerald's stock, you set the grade and price using the Emerald Exchange Prices and Commissions table below. Consider both the desirability and the utility of the item when choosing the grade.",
"For example, both a {@item bag of beans|DMG} and {@item wings of flying|DMG} are rare items, but flying is a bigger boon to most creatures. You could set the bag of beans at a grade 2 and the wings of flying at grade 3. As a guideline, consumable items, such as potions and scrolls, are typically grade 1.",
"All prices start at the highest point for the rarity and grade you set. If a particular item remains unsold in Emerald's shop, its grade can be reduced at your discretion each time the characters complete an adventure or level up (provided Emerald likes the characters, of course).",
"Emerald purchases magic items from the characters at half the cost.",
{
"type": "entries",
"name": "Gemstones",
"page": 36,
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"Emerald is happy to provide gemstones needed for spell components. She has plenty on hand, so unless you deem otherwise, she has what the characters require. The gems are always the same price as required for the spell no matter how much Emerald likes the party. Add 10% to the cost if the requested gem needs to be crushed or powdered."
]
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"¹ This price shouldn't be doubled (see \"Commissioned Items\")."
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"type": "entries",
"name": "What's in Stock?",
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"Characters can request items from the Emerald Exchange by name or with a specific feature. For instance, a character may ask for a {@item broom of flying|DMG} or simply \"an item that helps me fly.\"",
"To determine if the Emerald Exchange has a {@i specific} item in stock, such as a {@item broom of flying|DMG}, roll a d8. If the item is a common, uncommon, or rare potion or scroll, on a roll of 5 or higher, Emerald has it in her storeroom; otherwise, one can be commissioned. She always has at least 2d10 {@item potion of healing|DMG|potions of healing} and 2d6 {@item potion of greater healing|DMG|potions of greater healing} for sale. If the item is a common, uncommon, or rare item that is not a potion or scroll, Emerald has it on a roll of 8.",
"To determine if an item is in stock with a {@i feature}, such as \"flying,\" roll a d10. On a roll of 58, she has a common, uncommon, or rare potion or scroll that might fit the buyer's needs (provided such an item exists). On a roll of 9 or 10, she has a common, uncommon, or rare item that is not a potion or scroll that might work.",
"The Emerald Exchange doesn't keep very rare magic items in stock, but takes commissions for them."
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"If a character requests an item Emerald doesn't have in stock, they can commission her to get it. Commissioned items are double the cost of the item's rarity at grade 3. This price doesn't change, no matter the relationship with Emerald. It takes a number of days as shown on the Emerald Exchange Prices and Commissions table for the Magia Hand to find and procure the item.",
"Emerald has two ways to acquire commissioned items:",
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"{@b {@i Retrieval.}} Emerald collects the item from a site unclaimed by humanoids, such as ruins, a dungeon, or a monster treasure hoard.",
"{@b {@i Theft.}} Emerald steals an item from an NPC, organization, or site run by humanoids."
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"If the characters offer to accompany Emerald on a retrieval and she trusts them, she agrees to lower the price of the commission to double the cost of grade 2 for the item's rarity and split any other treasure found equally if the characters tag along. She never allows characters to accompany her on a theft.",
"If an item comes from a theft, there is a 5% chance the previous owner learns the character has it now and seeks to take it back."
]
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"name": "Emerald's Personal Collection",
"page": 38,
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"Emerald has the following three original magic items for sale. Since these pieces are only sold by her, she doesn't (usually) negotiate on the price.",
{
"type": "list",
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"{@item Ring of Light|Ar8}",
"{@item Merfolk's Tear|Ar8}",
"{@item Compass of Escap|Ar8}"
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"type": "entries",
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"page": 38,
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"You can use the following adventure hooks to draw the characters into the story of Emerald and the Magia Hand.",
"{@b {@i A Gold for Your Thoughts.}} After the characters make a purchase at the Exchange, Emerald hires them when she learns they're adventurers. She knows the location of an abandoned mage tower that contains a {@item medallion of thoughts|DMG}. She needs the item to fulfill a commission, but every Magia Hand group that went to retrieve it failed to do so. The previous quests ended with infighting coming to blows, and the thieves returned empty-handed. The magic within the medallion is corrupted and shares everyone's thoughts at the same time once they are inside the tower. (Be sure to use safety tools as appropriate for your table if characters are sharing their deepest, darkest secrets and have a conversation above the table before you do this in the game.)",
"If the characters can retrieve the medallion and transport it back within a lead box that Emerald provides, she pays them 300 gp each.",
"{@b {@i Hole in the Wall.}} Once the characters have successfully completed a retrieval mission for Emerald, she offers them another opportunity to make some coin. She has a commission to retrieve a {@item portable hole|DMG} buried deep in a dungeon, but the location's entrance lies below a seedy tavern. The dungeon is a ruined lizardfolk city, one unexpectedly far more advanced in magic than recorded in history. The characters must find or make an entrance in the tavern basement and retrieve the item. The client, which Emerald never reveals, is the Magia Hand. They want the hole so they can easily transport stolen items. When the portable hole is returned, Emerald pays the characters 3,000 gp each.",
"{@b {@i Green with Envy.}} The characters learn the truth about the Magia Hand and Emerald, and she needs them to disappear. Quickly. Alternatively, their success retrieving items for Emerald raises her suspicions—she no longer trusts that her secret will remain hers in the face of close, skilled adventurers, and she's unwilling to risk them discovering her past or the existence of the Magia Hand.",
"Emerald makes a final request of the characters: she tells them that she has arranged to pick up a {@item figurine of wondrous power|DMG} from another adventuring group, but she needs the characters to scout the handoff location first. This is a believable lie—the other group does have the figurine, but they are {@creature assassin|MM|assassins} from the Magia Hand who ambush the characters. If the characters survive, the Emerald Exchange remains closed and Emerald disappears...for now."
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"name": "Tactics",
"page": 39,
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"Emerald's priority is to slip away before engaging in combat, retreating either to the Exchange or the Magia Hand where she has allies and the upper hand. If she chooses to engage, she fights until reduced to 30 hit points, then flees.",
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"name": "Magia Hand NPC Realm",
"page": 40,
"entries": [
"If you are using the rules in {@book Kingdoms & Warfare|KaW}, you can make the Magia Hand an NPC realm with the following statistics.",
{
"type": "entries",
"name": "Magia Hand",
"page": 40,
"entries": [
"{@b {@i Underworld syndicate (thieves' guild)}}",
"{@b Skills:} Diplomacy +1, Espionage +4, Lore +2, Operations +3",
"{@b Defenses:} Communications 16, Resolve 14, Resources 15",
"{@b Size} 3 (d8 Power die, 7 domain turns during intrigue)"
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"type": "entries",
"name": "Powers",
"page": 40,
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"All officers of this realm get the following organization powers.",
"{@b {@i Poison Weapons.}} As a bonus action, the officer can take a power die from the domain's pool and choose one of their weapons. When that weapon hits, it deals extra poison damage equal to the number on the power die, and any creature that takes that damage is poisoned until the end of its next turn. At the end of each of the officer's turns, decrement the power die.",
"{@b {@i Yoink!}} As an action, an officer with a free hand takes a power die from their domain's pool and attempts to grab an item held or worn by a creature within 5 feet of them. That creature must succeed on a Dexterity saving throw or the officer takes the item with their free hand. The DC for the saving throw equals 8 + the number on the power die."
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},
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"type": "entries",
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"page": 40,
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"{@b {@i Get the Good Gear.}} If the Magia Hand's Resources level is 2 or higher at the start of any combat between officers of the Magia Hand and an opposed domain, any nonmagical weapons the Magia Hand officers wield gain a magic +1 bonus to attack and damage rolls and any nonmagical armor they wear grants a magic +1 bonus to AC.",
"{@b {@i Stolen Supplies (1/Intrigue).}} As a domain action, a Magia Hand officer can make an Operations test against an opposed domain's Resolve. On a success, the Magia Hand chooses three of its infantry units. Each unit has +2 to Attack and Defense during the next battle.",
"{@b {@i Take it from the Enemy (1/Intrigue).}} As a domain bonus action, a Magia Hand officer can make an Espionage test against an opposed domain's Communications. On a success, the opposed domain's Resources level decreases by 1, and the Magia Hand's Resources level increases by 1.",
"{@b {@i The Crew (Special Unit).}} As a domain action, an officer can make a DC 13 Operations test. On a success, the Magia Hand musters the Crew, a special unit of thieves, fighters, bandits, and brawlers who have low morale and are hard to command—but who fight like demons. (See {@book Kingdoms & Warfare|KaW} for this unit's card.)"
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